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Type: Posts; User: zweifel

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  1. Re: Shadow Mapping work on Nvidia but not on Intel?

    In the end it was a driver problem. Mesa graphics 8.0 (which was ironically launched one day before my first post) solved the problem nicely and even add support to OpenGL 3.0 and GLSL 1.30. Now it...
  2. Re: Shadow Mapping work on Nvidia but not on Intel?

    No good, still couldn't solve the problem.

    Actually, things has gotten worse. My implementation of the shadow mapping follows the tutorial from http://fabiensanglard.net/shadowmapping/index.php...
  3. Re: Shadow Mapping work on Nvidia but not on Intel?

    Randall, sorry for not providing the code in the first post. Here it is:



    // Drawing for Shadow Mapping

    GLfloat ratio = ( GLfloat )window_width / ( GLfloat )window_height;
    ...
  4. Shadow Mapping work on Nvidia but not on Intel?

    I always worked on the engine at home in a nvidia card and then I brought it to compile here in an intel card (and to my surprise it worked).

    Everything works alright, even the bloom does not...
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    Re: Strange change of color

    The problem was the lack of a glBindTexture(GL_TEXTURE_2D,0); or a glDisable(GL_TEXTURE_2D);

    I first make it working with glPushAttrib(GL_TEXTURE_BIT), which lead me to the answer.

    Still I do...
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    Strange change of color

    Hi guys,

    In my application there is a framework, which renders models in the screen. Everything worked alright, but when I changed the rendering part to draw the Bounding boxes of the skeleton I...
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    Re: Creating a movie from a opengl application

    @shadocko: I tried multiple PBOs, but got no better performance.

    I agree that a thread to disk I/O and compression will be necessary to have.
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    Re: Creating a movie from a opengl application

    Thanks for the answers.

    I am already using ping-pong PBOs, thus, as suggested, I will only store the raw data in a data structure and use it by a encoding library (avcodec).

    I just hope...
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    Creating a movie from a opengl application

    Hi,

    I would like to create a video from my application, since other ways of capturing it failed, I was trying to implement it inside.

    Therefore I used 2 PBOs and I read the data and store it...
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    Re: Viewing Problems

    I am guessing from the information you provided that the perspective settings might be not what you desire.

    Try using a width/height of the window in the 2nd parameter and see if something...
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    Re: Decal (as Texture mapping)

    Thanks a lot for the complete explanation, Ilian Dinev!

    Sorry for the delay in the answer, but I think I got it.

    In my case I use a heightmap and therefore knowing the triangles affected is...
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    Re: Decal (as Texture mapping)

    Indeed.

    I thought that by bringing up this question here, we could create some brainstorm of alternative techniques around the subject. But it was not the case.
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    Re: Decal (as Texture mapping)

    I found this (http://www.gamedev.net/reference/articles/article1986.asp) tutorial, but it is a bit old. This can probably be done with FBO or shaders and without much of the penalties of the...
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    Re: VBOs strangely slow?

    Not sure if someone said it before but, what are your GL_MAX_ELEMENTS_VERTICES and GL_MAX_ELEMENTS_INDICES.

    Extending those things will have bad results.
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    Re: Decal (as Texture mapping)

    So I should use the cpu? But to accomplish the effect on non linear surfaces, considering that I am using a plane with the figure to decal, I would have to break down a plane?

    Are you really sure...
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    Re: Fullscreen problem

    Vote for SDL. But either one will do, you really wont need much knowledge of SDL because it will just create a simple context and return to OpenGL.
    I think SDL has more energy and support than the...
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    Re: Decal (as Texture mapping)

    So converting the broad to a specific question:

    Is there a way to pass an array of any size of vec3 variables to the shader?
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    Re: Depth buffer to Z distance

    Last time this happened to myself was when I used a extension without the ARB at the end. But I dont think it is your case.

    Anyway, I dont have experience with Opengl 3.0 as the code of the...
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    Re: Depth buffer to Z distance

    I dont know if you have already, but take a look at this tutorial: http://www.fabiensanglard.net/shadowmapping/index.php.
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    Re: object selection problem - please help

    I use myself the classic OpenGL solution and just draw the with the GL_SELECT mode set by glRenderMode().

    Full explanation here http://glprogramming.com/red/chapter13.html

    I do not know if...
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    Decal (as Texture mapping)

    Hi Guys,

    I was thinking about using decals to inform the user about commands giving, as it is normally done with strategic games. But I ran into some problems, first the simple decals done in...
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    Re: FBO not being rendered?

    Solved! The problem was with the near clipping plane. I was playing around with the perspective and I end up changing it and voila!


    From



    gluPerspective( 45.0f, ratio, 0.1f,...
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    FBO not being rendered?

    I created a FBO and it has GL_FRAMEBUFFER_COMPLETE_EXT. And I binded a texture created to store the depth buffer with:
    glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadow_map_width,...
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    Re: Frame Buffer Objects slow and inconsistent

    I am guessing the FBOs are either not a power of two or too big.
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    Best way to implement a Shader Class

    Each shader seems really different from each other, I did some research about how shaders classes are implemented to support in a scalable and flexible way new shaders yet to come and old shaders for...
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