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Type: Posts; User: samvdj

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  1. Replies
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    Turns out that if I error check, the line: ...

    Turns out that if I error check, the line:


    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 640, 480, 0, GL_LUMINANCE, GL_FLOAT, NULL);
    error = glGetError();
    cout <<"Error code = " << error <<...
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    GLUT subwindows, texture problems

    Dear all,

    I'm trying to figure out why my program can't simultaneously display two subwindows that have 2D textures bound to them. Whichever subwindow gets created last in the main function (see...
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    Thanks for those great answers! Back to the...

    Thanks for those great answers!

    Back to the programming board now.
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    I'm not calling glVertex on the C/C++ side, I'm...

    I'm not calling glVertex on the C/C++ side, I'm using 2 VBO's (one for mesh coordinate locations and one for the height value) and 1 IBO (holding the indices in the correct order). Not making the...
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    Thanks for these insights, as you suggested I...

    Thanks for these insights, as you suggested I tried



    in the fragment shader to have a look at the normals. The output is a uniformly colored object, the color only changes in its entirety if I...
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    Sorry for bumping, but I might have an idea on...

    Sorry for bumping, but I might have an idea on why this is not working and wanted to pass it by more experienced GLSL programmers:

    As I'm only defining the object's height IN the vertex shader...
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    Ofcourse, please find below two still shots from...

    Ofcourse, please find below two still shots from my 3D measurements and the vertex and fragment shader that I'm currently using. Playing with the light source position and light source direction...
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    That's amazing! Only geometry mesh for now....

    That's amazing!

    Only geometry mesh for now. Using a very basic Phong lighting shader, but I just can't get it to illuminate my face mesh right... It looks as though it either fully lits or...
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    Suitable shader for 3D face models

    Dear all,

    Does anyone have any good suggestions for which specific (type of) shader to use when visualizing 3D human face topography models?
    The standard Phong lighting doesn't yield enough...
  10. Great, thanks this has helped me a lot!

    Great, thanks this has helped me a lot!
  11. Great thanks! Some follow-up questions come to...

    Great thanks!

    Some follow-up questions come to mind:

    - So updating a "heightBuffer" and sending this as an attribute to the vertex shader should work faster than modifying third coordinates? ...
  12. Real-time 3D measurements: should I use an index buffer or not?

    Dear all,

    I have a rectangular grid at fixed (X,Y) coordinates, for which the Z variable changes with each 3D measurement. Such a measurement updates this Z variable several 10 times per second,...
  13. Discarding vertices possible using element array buffer?

    Hi all,

    I'm trying to use the discard; command in my fragment shader to eliminate vertices with a specific color. When displaying using 2D textures, borderline effects can be eliminated by setting...
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    Masking vertices

    Dear all,

    I am visualizing an (x,y,z) surface in 3D using a VBO:


    float4* d_result;

    cudaGraphicsMapResources(1, &positionsVBO_CUDA, 0);
    size_t num_bytes;...
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    There is no way to do this in modern OpenGL...

    There is no way to do this in modern OpenGL without using fragment shaders? I'm not too familiar with them yet...
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    auto-scaling grayscale image possible?

    Dear all,

    How can I display a grayscale *floating point* image without clamping it myself to the [0,1] region? So for example, when the maximum pixel value is 135.6f, this value should be...
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    Great explanation, thanks to both of you for the...

    Great explanation, thanks to both of you for the clarifications.
  18. Replies
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    So why doesn't all this work using Single...

    So why doesn't all this work using Single Buffering, with vsync enabled? It seems the rendering time is close to 2-3ms, which is fast enough to have the next image to be displayed ready in time. Is...
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    Ok great! Entering game mode has made the...

    Ok great!

    Entering game mode has made the frame sequence a lot more stable (sometimes glitches - but no tearing- occur right after I start the display, after a while the loop seems to run...
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    I have included glFinish(); in my display...

    I have included glFinish(); in my display function, to no avail: the glitches/horizontal tearing still occur. I have also included the timers as proposed by Dark Photon. My display function now looks...
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    Thanks for your detailed reply. First, I have...

    Thanks for your detailed reply.

    First, I have determined the framerate with vsync disabled in the nvidia control panel. My application was benchmarked with fraps (windows FPS software...
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    Endless loop of bitmaps // vsync fails

    Dear all,

    This is an updated version of my question in the beginners forum (#post1251826) about how to load bitmaps on the GPU before displaying them in an endless loop at exactly 60 Hz.

    It was...
  23. ...........bump?

    ...........bump?
  24. Thanks for this great reply. I am not fixed on...

    Thanks for this great reply.

    I am not fixed on using the Sleep() function in any way, it was just the only thing I could come up with yet to control the frame rate. I will have a look at Vsync...
  25. Displaying sequence of frames in loop on projector

    Dear all,

    I have written OpenGL code in combination with the SOIL toolbox to load a series of bitmaps onto the GPU and to display them in a loop, one after the other. The speed at which this...
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