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Type: Posts; User: tmason

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  1. Replies
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    Small but noticable seam on Skybox...

    Hello,

    So I implemented skyboxes in the environment I am building and so far success with the exception of a very small seam appearing on the edges.

    How do I get rid of the seams?

    Image:
    ...
  2. The issue has been corrected via reworking the...

    The issue has been corrected via reworking the order in which I multiply the matrices...
  3. The problem with the above code is that head...

    The problem with the above code is that head tilting is not working.

    The Oculus Rift tracks not just head movement but head tilting.

    Currently with the above code when you TILT your head left...
  4. OK, so an update on this; I have corrected...

    OK, so an update on this;

    I have corrected most head movement with the following code but a minor issue remains; will ask below.


    OculusToGLMMatrix = glm::mat4(1.0f);

    ovrMatrix4f...
  5. Correcting Orientation from external source (Oculus Rift)

    Hello,

    So I have a weird issue with orientation when I am pulling orientation data from an external device, in this case the Oculus Rift.

    Essentially I can get the correct position without an...
  6. Thank you for this! I have been busy but I...

    Thank you for this!

    I have been busy but I wanted to say thank you for your time.
  7. Request for Explaination of Light Half Vector ...

    Hello,

    I have been trying to get my head around light half-vectors for a minute now but I still don't understand it. Here is what I found on a StackExchange article:

    Link:...
  8. Feel like an idiot; that was the problem. Made...

    Feel like an idiot; that was the problem. Made the change and everything works now!

    And yes, I used the convention of placing the vector after the matrix.

    Thanks for your fast reply.
  9. Importing Models from ASSIMP - Rotation Problem

    Hello,

    So I have a rather interesting problem that I just can't figure out; I am importing models using ASSIMP and so far I can get the entire model to import fine but the entire scene is rotated...
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    One Buffer Vs. Multiple Buffers...

    Hello,

    Consider this a consultation of opinion question:

    Is it better to use one interleaved buffer for multiple buffers for vertex/normal/UV data?

    Was reading this question and response...
  11. That would make sense; I am using a core profile....

    That would make sense; I am using a core profile.

    This sucks, just when I got a darn sphere working I now need to change it up.

    dam.
  12. This and changing my drawing to GL_QUADS worked!...

    This and changing my drawing to GL_QUADS worked! Thanks.

    One problem though; on Intel-based systems I get the sphere with no problems but on AMD based graphics cards nothing shows up.

    I haven't...
  13. 'Holes' with Procedurally Generated Sphere for OpenGL

    Hello,

    Hopefully this is a simple question; I have the following code that I am using to generate a sphere object for OpenGL. The problem is, as the picture will show, is that there are "holes" in...
  14. Thanks for your responses; I really appreciate...

    Thanks for your responses; I really appreciate it.

    I assume from the above code that you don't dampen the camera?
  15. Meant to say I would try both suggestions.

    Meant to say I would try both suggestions.
  16. Thanks; that seems correct. I will try that.

    Thanks; that seems correct. I will try that.
  17. Avoiding unnessecary if/else choice in loop for Virtual Camera

    Hello,

    So I have more of a best practice question that I am wondering what is the best approach for.

    I have a working virtual "camera" for OpenGL that builds the correct view and projection...
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    Thanks, I will give this a shot.

    Thanks, I will give this a shot.
  19. Replies
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    477

    How to calculate camera roll...

    Hello,

    I have hopefully a simple question regarding calculating the roll of a camera.

    I can calculate the yaw and pitch just fine using GLM:

    CameraAxis =...
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    This is what got me started: ...

    This is what got me started:

    http://www.opengl-tutorial.org/
  21. I am glad I sign in every so often just to read...

    I am glad I sign in every so often just to read the boards...

    Every once in a while gems like this pops up.

    Thanks again, mhagain, you are indeed a OpenGL guru...
  22. Thanks. From what I have been gathering on the...

    Thanks. From what I have been gathering on the internet they are functionally the same.

    My curiosity stems from the fact that one may be faster than the other; it seems that once you have a...
  23. Which is faster/better - glClearColor/glClear or glClearBuffer* ?

    Hello,

    I have a quick question I am curious about.

    I am used to using the combination of glClearColor + glClear to clear the color/depth buffers.

    However I found another function,...
  24. Thanks to everyone for all of your help.

    Thanks to everyone for all of your help.
  25. Yep, I feel like a dufus now. Changed the code...

    Yep, I feel like a dufus now.

    Changed the code to what is shown below based on what you suggested and it worked:



    glGenVertexArrays(1, &Pointer_VAO);
    glBindVertexArray(Pointer_VAO);
    ...
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