You should try it on a 'real' graphics card and see for yourself. I have learned that it is not very wise to trust Intel when it comes to OpenGL.
Type: Posts; User: satan
You should try it on a 'real' graphics card and see for yourself. I have learned that it is not very wise to trust Intel when it comes to OpenGL.
Yes I have. But since I cleared before my depth pass my engine issued a glDrawBuffers(GL_BACK) right before clearing. And clearing later did not help, because I disabled color writing and did not...
Color and depth are ok. Color shows an all black texture and depth an all white one (verified with GIMP that it really is only a single color).
Position and normal are corrupted. So my question is...
This is correct. The problem is with the fragments that are not touched in the geometry pass.
No. Perhaps I did not make myself clear. I do only draw the cylinder once (well actually three times...
This I tried before posting here. Doesn't change anything. I assume it is because of the 'corrupt' depth buffer.
Yes, I know. This is why I am looking for help. The curves are what I called...
Hi all,
as the subject states I have problems with my deferred renderer and skyboxes. The problem is that my geometry bleeds into the areas where the skybox is drawn.
...
It looks like you are missing something, because that is exactly what deferred shading gives you. In the geometry pass you fill your FBO (G-Buffer) with all the necessary information...
This is a really strange question. I don't understand it at all. AFAIK there are only VA and CVA (compiled vertex arrays).
Perhaps it is just (very) badly worded and they want to know about pre...
http://www.lib3ds.org/
I don't think so.
Yes, for OpenGL beginners.
For you a good place to start would be the link I gave you. Much to read but it will help you enormously in the long run. You will learn why...
cat /var/log/Xorg.0.log|grep -i nvidia|grep memory:
This gives you the total amount of memory as the driver reports it. As you see this is only for NVIDIA cards, I don't know anything about ATI....
Option 1:
Learn to do it without OpenGL and come back if you have any OpenGL related problems. A general C forum sounds like a good place to start.
Option 2:
Send me money and I will do it for...
IMHO yes. You could take a look at CUDA, perhaps it is better suited as it is not a graphics API designed to get input data and to output images.
Yes, with OpenSG. No, with OpenGL and real FBOs.
Give card, driver version, OS and code.
For me C/C++ always causes a lot of trouble (no matter if OpenGL is involved or not) and I know C/C++ for years and even earn my money with it. :)
OpenGL on Windows is a major PITA, too.
But after...
Disable everything that has to do with texturing. It is important to debug in small steps. First make sure that you are able to correctly render the model before looking into texturing. To achieve...
AFAIK OpenGL commands must be issued in the same thread that created the context. So if your gtk signal handler work in their own thread it is supposed to not work.
Yes. So just drop GLUT. Any reason why you do not use a GTK OpenGL widget?
1) Yes.
2) Yes, but the center of the bounding sphere is not necessarily the same as the center of your object. You can also use multiple spheres to get a better fit or use bounding boxes....
Here is some D code for you:
// Hello World in D
import std.stdio;
void main()
{
writefln("Hello World!");
}
http://www.google.com/search?hl=en&q=fra...q=&oq=undefined
Couldn't resist.
This is ugly. Why not create context, draw some nice OpenGL stuff and then load all the resources?
Sorry, this question is too advanced for me. Perhaps you better post in the highly advanced forum.
AFAICS you are resetting your modelview matrix in your draw function, overwriting gluLookat's changes to it.
Instead of using perspective you can just scale the text, of course.