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Type: Posts; User: Neil E

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  1. Fixed

    Vertex:



    uniform vec2 sprite_position;
    varying vec2 fragment_position;

    void main() {
    /* this allows for pixel accuracy */
    mat2 modelMatrix = mat2(
  2. I guess what I'm asking is how to get the world...

    I guess what I'm asking is how to get the world co-ordinates of the vertex.
  3. Custom Lighting Transform is Ending Up In the Wrong Space

    I have sprites and dynamic lights that are passed into a shader as uniforms. Kind of,



    /* 1.10 fragment shader */

    #define MAX_LIGHTS 64
    #define AMBIENT 0.08

    uniform int number_of_lights;
  4. Replies
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    That would be a great suggestion, but the it has...

    That would be a great suggestion, but the it has multiple dynamic lights; different lights could light different pixels. They also move around and are slightly "above" the sprites so the near light...
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    1,453

    That is a good suggestion, but my lighting model...

    That is a good suggestion, but my lighting model takes proximity to the light into account as well, sort of like it's an overhead light, and multiple light sources that are moving.
  6. Replies
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    1,453

    2D Bitmap Objects with Custom Lighting

    I ported a programme in 2D in MSDOS to DirectX 3 (a long time ago;) now I want to port it to OpenGL. Surfaces in DirectDraw allowed quick work of it (when there was a DirectDraw,) but now I want to...
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