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Type: Posts; User: Glex1

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    Re: Tetrahedral Mesh Normals Generation

    Zbuffer
    Yes, what you wrote is exactly the algorithm I had implemented.
    I also tried different modifications, but all of them failed.

    Tomorrow I'll ask my boss if he considers it a task with...
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    Re: Tetrahedral Mesh Normals Generation

    Oh. Are there any approximate solutions without shaders (not all cards support shaders)? (from what you've said, I guess the answer is no, unless I change the mesh, but still..)

    Thank you!
    I...
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    Tetrahedral Mesh Normals Generation

    I have a data for a 3D function plot (equally distributed values of f(x, y) in a rectangle). I've built a 3d tetrahedral(a.k.a pyramidal) mesh for these values.

    Now I have to calculate normals for...
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    Re: Screen -> World: Works only with orthographic

    trinitrotoluene

    1) Yes, you are right :) Thanks
    2) No, you need to send the modelview matrix with which the object was drawn
    3)

    Yes, the problem is actually that
    Line (
    ...
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    Re: Screen -> World: Works only with orthographic

    1) Are you sure about this -1 thing? I changed it, but it didn't fix the problem
    2) The current modelview matrix is simply not the one I need (there were some pushs and pops during rendering)
    3)...
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    Re: real time 2d plot

    There are Display Lists, Vertex Arrays, VBOs.
    If a curve can be approximated with a polynom you also can use glMap1f. Maybe there are even more techniques :)
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    Screen -> World: Works only with orthographic

    I'm writing a routine to intersect the line from eye-point to the point on the screen with a plane (a plane is given in the world's coordinate system).

    Here's the pseudocode:


    Vector3d...
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    Re: Emulating OpenGL Normals Calculation

    jwatte,
    Thanks a lot!

    About barycentric coords:
    If I have a point p and a triangle abc, and I know scalars k_1, k_2, k_3, such that:
    p = a * k_1 + b * k_2 + c * k_3,
    where k_1 + k_2 + k_3 =...
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    Emulating OpenGL Normals Calculation

    2-ML-47661-ML-

    Hardly an advanced question
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    Emulating OpenGL Normals Calculation

    Imagine we have a triangle ABC with normals a, b, c.
    glShadeModel is set to GL_SMOOTH.

    The question is:
    from OpenGL point of view, what is the normal to a point p inside a triangle?

    Why do I...
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    Re: Lines antialiasing produces incorrect results

    Well, these lines helped me :)


    gl.glEnable(GL_POLYGON_OFFSET_FILL);
    gl.glPolygonOffset(1.0f, 1.0f);


    Although I don't actually know how they work :)
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    Lines antialiasing produces incorrect results

    Basically, the problem is that lines look bad when they are on a polygon surface.

    This issue somehow happens even with GL_LEQUAL depth test.
    But if you clear depth buffer between polygons- and...
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