That's what I thought should happen.
Cheers.
Type: Posts; User: Aeluned
That's what I thought should happen.
Cheers.
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...
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.
...
So I was wrong - there *is* a TexImage2DMultisampleCoverageNV. I somehow missed this. Thanks for the link.
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 I don't know if this information is out of date (or wrong), but if true, this is...
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...
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...
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...
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...
Cheers.
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...
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...
Make sure GL_POLYGON_SMOOTH is disabled.
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)....
Yes, it will.
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...
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.
...
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...
Your problem seems to be one of not understanding basic programming concepts, not OpenGL.
Your recursive function has no terminating case.
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...
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...
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...
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...
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...
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?