I am in the middle of updating my older fixed-pipeline Opengl NPR application for terrain rendering under GLSL. The previous version used the old NURBS facility (very slow, but effective); the new...
Type: Posts; User: urhere
I am in the middle of updating my older fixed-pipeline Opengl NPR application for terrain rendering under GLSL. The previous version used the old NURBS facility (very slow, but effective); the new...
Never mind--I didn't zoom in close enough to see the tessellations. If anyone cares, the geometry shader is indeed getting the tessellated primitives. Whoops.
Jim
I have been experimenting with tessellation and geometry shaders while updating an older, non-shader OpenGL program for non-photorealistic landscape rendering. I now have a working test program that...
I'm using NURBS surfaces to create smoothed renderings of landscapes. The typical size of the problem ranges up to about 500 X 500 control points. The rendering is working well but I now need to draw...
Dumb mistake on my part. I assumed that because the sample programs using gluNurbsSurface() were using 3D GLfloat arrays, that was how it had to be. Nope--just declare a linear pointer, fill it with...
I have created a C++ OpenGL application (Windows XP, Visual Studio 2005) that renders terrain with NURBS surfaces. Everything works fine when I use a true array of control points with fixed...
Ok--Im an idiot. The only place I didn't try locating glu32.dll was the most obvious place: the project's debug directory. In any case, if this happens to you, put your copy of glu32.dll in the...
First, I beg forgiveness if this has been discussed before, or worse, if it's in a FAQ. I did find an earlier thread here:
old thread
I am currrently using Visual Studio 2005 on Windows XP,...