It seams to be that many people liked the EXT_direct_state_access, but unfortunately it' gone in OpenGL-3.2 or 3.1 with forward compatible bit.
The extension self is written against 2.1 For 3.2...
Type: Posts; User: oc2k1
It seams to be that many people liked the EXT_direct_state_access, but unfortunately it' gone in OpenGL-3.2 or 3.1 with forward compatible bit.
The extension self is written against 2.1 For 3.2...
Try my implementation. Unfortunately it slows down at high magnifications, but it supports anisotropic filtering...
http://lumina.sourceforge.net/Tutorials/Noise.html
Build your own matrix stack replacement and use a 4x4 uniform matrix....
If start and end point aren't count as single point, a minimum of 5 points are required, because the points 0;1,n-1;n have to be placed on a straight line.
A good replacement are 3 parabolic...
New drivers OpenGl 3.0 capable drivers are out, but nowhere is an example to test it or start own experiments. Here is my minimal c++ example:
#include <GL/glx.h>
#include <GL/gl.h>
#include...
Deprecation of the gl matrix stuff does not mean, that using matrices is a bad idea. But emulating these functionality in a vertexshader with many instructions would...
It's highly recommended to...
varying vec2 texCoord;
void main() {
texCoord = gl_Vertex.xy;
gl_Position = vec4(gl_Vertex.xy * 2.0 - 1.0, 0.0, 1.0);
}
and render a quad like this:
Maybee you should correct some details:
void main(void){
vec4 displacment = texture2D( displacment_map,gl_TexCoord[0].xy * 20.0);
gl_FragColor = texture2D(color_map_1,...
Sure you can use many varyings:
http://lumina.sourceforge.net/Tutorials/Geometryshader.html you have to declare the input varyings as "varying in type name[];" and the out varyings a "varying type...
My shader IDE can do geometry shaders:
http://lumina.sourceforge.net/Tutorials/Geometryshader.html
use a vertexshader like this:
void main(void){
gl_Position = gl_Vertex * 2.0 - 1.0;
gl_TexCoord[0] = gl_Vertex;
}
and draw a quad like that (or replace it by a model):
It isn't a problem, except with CSAA render targets, because the coverage is stored into the depthbuffer
Sure, but there is a good approximation possible:
Calculate the view vector in texturespace, and use the tangent and bitangent, to shear, scale and rotate the texture coordinates.
In that case...
One possibility to use GLSL shaders with that laptop on linux would be to use MESA as software renderer.
The dimension of the points isn't important, because the spline interpolation defines only rules to mix four of them.
Tangents are simple too: Instead a Cubic spline the difference of two quadric...
Maybe you shouldn't call glMaterialfv between glBegin and glEnd. Check errors for GL_INVALID_OPERATION...
Looks like a (near) clipping problem, check your shadow volumes...
With a vertex shader and a high enough tessellated object, it's possible. But it won't work well without a GF8/9, because previous cards are limited in uniform storage or vertex texture fetch.
The...
Here is an example:
http://lumina.sourceforge.net/Tutorials/Depth_peeling.html
You shouldn't store the depth into a color rendertarget, use a depth texture instead.
Distance and Z buffer can be converted with help of two values from the projection matrix:
Z = pm[3].z/(Zbuffer * -2.0 + 1.0 - pm[2].z) ...
That is slower, because the multiplication with the inverse viewProjection matrix requires 16 (scalar) MADDs
One of the fastest reconstruction is this:
mat4 m = gl_ProjectionMatrix;
float Z = m[3].z/(texture2DRect(G_Depth, gl_FragCoord.xy).x * -2.0 + 1.0 - m[2].z);
vec3 modelviewpos =...
The GF8 uses unified shaders, so the fragment shaders uses the same hardware like the vertex shader. On GF7 and earlier the fragment shaders were not be be able to do that. As long the all indices...
the clipping runs before the fragment shader. So the fragments are already clipped away.
OpenGL 2.0 is backward compatible. It could be possible that the cad application checks only if the version number is equal to 1.5.
You should post the error mesage if possible and you could write a...