Yes, exactly :)
Type: Posts; User: Mikkel Gjoel
Yes, exactly :)
As far as I am aware, both are right, they are talking about two different scenarios.
If you switch between fewer rendertextures (of same size) than the maximum number of FBO-attachments, you can...
Alfonse - I am, not just the infolog.
I have had this issue for a while: When running on an AMD card with an OpenGL debug context, the callstack is severed at the driver-level, when receiving debug-callbacks. Same code gives a full...
Your best bet for performance profiling currently is either gDebugger ( http://www.gremedy.com/download.php ), or rolling your own using timer-queries.
Nvidia's NSIGHT does show you the time each...
If you don't multiply an axis by -1, you'll end up with mirrored models with all the joys that come with that - inside-out, inverted triangle-winding and normals.
Rotating should be fine, and...
Completely dodging your question, you should be able to render your skybox by simply checking against the depthbuffer.
So for example:
- clear depth+color
- render g-buffers
- calculate...
Also have a look for logLUV and RGBM (particularly useful for lightmaps). And "light indexed deferred rendering".
- for available texture-formats, see...
http://local.wasp.uwa.edu.au/~pbourke/dataformats/obj/
You store lines in an obj-format like you say
And display it in your program like carsten says
The Real-time rendering-book is your friend. Go get it! Depending on how fast you need the subdivision to be, versus how much time you want to spend implementing it, this is the fastest way to do...
The most common way to layout cascades is in a texture-atlas. Have a look at this presentation:
http://www.slideshare.net/repii/02-g-d-c09-shadow-and-decals-frostbite-final3flat
Also, just for...
The magic search-words are "ark length parameterization". See e.g. http://www.saccade.com/writing/graphics/RE-PARAM.PDF
Generating faces from a set of points is not trivial, and is well outside the domain of OpenGL. There are a number of libraries and programs that will do this for you - have a search around for...
1. Yes, layout your cascades in a texture-atlas (often 2x2).
2. A directional light is an orthographic projection, you can't sensibly use a perspective projection instead. I don't know what you've...
You don't need to subtract the viewpoint from the model-vertices.
You need to create a single origin for your model-vertices (e.g. the average), and make your vertices relative to this origin.
...
Do you have gen-locked nvidia quadro-cards synced up between the two machines? Otherwise this won't work... just asking to make sure :) Also, this won't actually get you the same frame on both...
This is not going to work - you need to change the coordinates to something that will fit reasonably into floats.
If I understand you correctly, you have a chunk of land "far away". One way to...
As you say: If you put a matrix inside a display list, it will be of low precision - it makes no difference. So you still need to only put the "final" transformation-matrices into lists.
What I...
Yes. You can create a display-list containing only the matrix-multiplication, and call it from your "drawObject" displaylist. That way you only have to recompile a very small list.
Side note: If...
True, but the point of doing it in double-precision is that your end result (viewspace coordinates) will suffer less from the conversion to single-precision (as they are now "2m from the eye" rather...
Going over the old thread, I think the basic thing you're missing is:
Never use glTranslate.
You need to use a matrix library in your own code, and only send the final matrices to the gpu...
And in case you were wondering at this point :) - the way to do screenshots larger than the maximum FBO-size, is to divide your view-frustum into several slices, setting it up with glFrustum for...
Unless you are doing this for a device that doesn't support shaders, I would highly recommend taking a look at them. These sort of things tend to be a lot easier to get a grasp on using shaders.
...
I will just very quickly refer you to this page
http://www2.imm.dtu.dk/~jab/Wireframe/
- and add a couple of additional links to more info on the subject
...
+1 for freeimage - simple, easy and works.
-1 for OpenIL (DevIL) - it's simply been out of development for too long, the OpenGL-like interface is overthought (and overly complicated), and it is...