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Type: Posts; User: Aeluned

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  1. That's what I thought should happen. Cheers.

    That's what I thought should happen.

    Cheers.
  2. Well, you certainly *can* draw to them in...

    Well, you certainly *can* draw to them in sequence. Perhaps it's a case of 'you shouldn't do that'. If I'm drawing to multiple attachments simultaneously then that makes sense. But I can set the draw...
  3. FBO multiple color attachments and the depth attachment

    I could write a small test app but hopefully someone knows:

    Just wondering if I have an FBO with multiple color attachments and render to them in sequence if they all share the depth attachment.
    ...
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    So I was wrong - there *is* a...

    So I was wrong - there *is* a TexImage2DMultisampleCoverageNV. I somehow missed this. Thanks for the link.
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    It is my understanding that nVidia's CSAA offers...

    It is my understanding that nVidia's CSAA offers some memory savings over MSAA (over both renderbuffers and textures). I don't know if this information is out of date (or wrong), but if true, this is...
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    Right, meaning that if I want to render to...

    Right, meaning that if I want to render to texture with multisampling support the 'blit' route would require more memory than using the multisampled texture approach (since I need to allocate a...
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    One more thing. Wouldn't there be less memory...

    One more thing. Wouldn't there be less memory overhead in using multisampled textures? In order to blit, I need a multisampled render buffer (which I draw to) and an additional texture allocation for...
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    Because I mistakenly believed that a blit was a...

    Because I mistakenly believed that a blit was a simple memcpy. After some digging, I realized it isn't. I did end up just doing the timings and got nearly identical results both ways (which supports...
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    RTT, FBOs and Multisampling

    I'm sure this has been discussed but I can't seem to find it so, sorry.

    Prior to 3.2 the way to render to texture using an FBO with multisampling would be render to a multisampled render buffer...
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    Re: Setting uniform values

    Cheers.
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    Setting uniform values

    If I send over some values to uniforms of a given shader, then I unbind the shader. When I enable the shader again later will those uniforms still contain the values sent to them?

    I hope I'm...
  12. Re: automatic zoom to fit irregular 3D model to screen

    You can use 8 points to define a bounding cube for your geometry. Then, transform these 8 points by your current modelview matrix.
    You now can easily calculate the width and height of the...
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    Re: Polygon Triangulation And Layer Filling

    Make sure GL_POLYGON_SMOOTH is disabled.
  14. Re: Rendering Color Stored In Texture Coordinates?

    If I understand you correctly you want a call to glTexCoord to map to a color?

    You can't do that, but you can cheat and send your texture coordinates to OpenGL as a glColor(coordx,coordy,coordz)....
  15. Re: Render scene to texture: FBO and glCopyTexImage2D

    Yes, it will.
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    Re: Is this how lighting is supposed to look?

    It does make sense. You have a very sparse mesh representing your terrain.

    Since the intensity of the light reflected off of your terrain is directly correlated to the angle of incidence between...
  17. Re: different textures on both faces of a rectangle.

    One way would be to draw the rectangle twice. First time bind the front texture and cull backfaces. Then, bind the back texture, reverse your polygon winding and draw with front faces culled.
    ...
  18. Re: question about 3D perspective and mouse locations

    You could achieve this easily using selection code.
    Look into glRenderMode() and push a name for each square in your grid.

    On your mouse move handler collect the name of the square that was hit...
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    Re: Problem of Recurring function

    Your problem seems to be one of not understanding basic programming concepts, not OpenGL.

    Your recursive function has no terminating case.
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    Re: 2d Tile Rendering Order

    When translucency is involved an approach that usually gives 'good enough' results is to do the following (it is a 2-pass approach):

    First render only the translucent objects in your scene and...
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    Re: how to draw at right position?

    If you set up an orthographic projection matrix that has the same dimensions as your window like was suggested above then there is no guess work to be done. You would use screen coordinates to do...
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    Re: Stereo Images @ 60Hz each

    You can start at: http://nehe.gamedev.net/

    There are many simple tutorials there that will set up an OpenGL window for you and render a textured quad (your image).

    Here is a blurb about...
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    Re: Write to Memory

    I'm unclear on whether or not you want the purple region to be blue, red or black.

    Depth testing, as ZbuffeR suggested could do the trick. If you plan on using the depth buffer to cull out one of...
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    Re: glBlendFunc() confusion

    If the alpha component wasn't working but the color was, it may have been due to no bits allocated for alpha in the context.

    However, since the RGB channels aren't responding to the glColor call...
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    Re: glBlendFunc() confusion

    So, just to be clear:

    calling glColor4f(1.0,0,0,.5) doesn't cause your ship to turn red? Or is it just the alpha component that does nothing?
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