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Type: Posts; User: abhishek bansal

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  1. Re: Different Results on GLSL SandBox and PC

    When i started with ray tracer i didn't know that i will be needing a full screen quad. I thought that i ll be applying ray tracer on OpenGL primitives.

    I changed my projection type and quad code...
  2. Re: Different Results on GLSL SandBox and PC

    well thank you very much again for insights.

    I am pasting here relevant portions of my c++ code and my vertex shader.

    vertex shader (since render monkey also behaving in same way)


    void...
  3. Re: Different Results on GLSL SandBox and PC

    That worked like charm for smoothing out Reflections...thank you very much for that.... but it did not helped in different output problem i.e. i am still getting different outputs (same as before) on...
  4. Different Results on GLSL SandBox and PC

    Hello all,
    I was trying to develop a basic Ray Tracer in GLSL on my PC. Then i came to know about GLSL SandBox.I started my shader development in that as it appeared awesome.

    I have a plane and...
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    Re: RayTracing in GLSL Help Needed !!!

    OK i found answers to some of my doubts..


    the approach was completely wrong.. i was drawing primitives and trying to raytrace them in shader which is incorrect.


    that was kind of right...!!...
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    Re: RayTracing in GLSL Help Needed !!!

    first of all thank u for your kind reply..!!

    I tried shifting light off the plane.. the highlight moves with the light but very slowly. For example if i move light to edge of plane highlight only...
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    Re: How to import maya files into opengl

    if your Maya models can be converted into 3ds format you can use LIB3DS library to import it into OpenGL. This Library can handle animation, lights and multicomponent/multimesh models.Lib3ds
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    RayTracing in GLSL Help Needed !!!

    Hello people,

    I am trying to develop a basic Ray Tracer. So far i have calculated intersection with a plane and blinn-phong shading. My problem is that i m getting some specular highlights on...
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    Re: Help needed with multi texturing

    hmmm that is great..!!!

    Thank you very much for your help...:)
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    Help needed with multi texturing

    Hello guys..
    I am trying to implement a multitextured terrain...i successfully implemented it...but my problem is i don't know which technique should i use for blending different textures for final...
  11. Re: simple texturing shader not working...Black Screen

    thank you guys...
    I was supplying texture object to shader instead of texture unit..problem solved..
  12. Re: simple texturing shader not working...Black Screen

    i am sorry byt by black screen i meant that no geometric primitive is rendered....glClearColor() i knw...

    no offense but i thought GLSL has wider support on ATI and Nvidia cards because only basic...
  13. simple texturing shader not working...Black Screen

    Hello All....

    I am quit new to GLSL and trying to map a single texture through shaders...but all i get is a Black Screen in front of me...i googled a lot and compared my program to others..but no...
  14. Re: Very Very Strange results with shaders

    ohkay....
    thank you all for your kind help....!!!
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    Re: Help Basic 2D Grid

    then what is the problem???
  16. Re: Very Very Strange results with shaders

    ya actually i read it in RedBook as u suggested and found out that since light coordinates are calculated in eye space and open gl treats light position like any other primitive...all...
  17. Re: Very Very Strange results with shaders

    my init is in Main () function..called one time only..
  18. Re: Very Very Strange results with shaders

    ya i did some experiments and found out that only
    glLightfv(GL_LIGHT0, GL_POSITION, lpos);
    is causing the problem ...but why..?? i can't understand i ll look at the example as u said...
  19. Very Very Strange results with shaders

    hello all...

    I am trying to learn Open GL lighting pipeline...i am following tutorials from lighthouse3D...in one of there tutorial they have simulated openGL lighting pipeline in a vertex shader...
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    Re: Volume Rendering - Transfer Function

    hmm..kk can u please give me links to any good tutorials/articles on these methods...!!!
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    Re: Volume Rendering - Transfer Function

    ohk...i hav heard of two dimensional TF's and preintegration technique but i do not know much about them.. anyways thanx a lot for your help...:)
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    Re: Volume Rendering - Transfer Function

    ya i understand your point but that would be like 262 MB for a single texture....would not that hinder performance significantly...Isn't there some another way for implementing this TF...???
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    Re: Volume Rendering - Transfer Function

    ya that i know but that would be too large ... don't you think so...??
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    Re: Volume Rendering - Transfer Function

    Awesome man...that did the trick !!! thanks a ton...

    Now can u plz suggest me a proper way of implementing 16 bit Transfer Functions... that would be very kind of you..:)
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    Re: Volume Rendering - Transfer Function

    well i dont think so because this is second dataset with which i m trying.With previous one (http://www.cgl.uwaterloo.ca/~iebell/CS788H-0105/cs788.html)(iebellBrain.tar.gz) i didn't even got any kind...
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