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Type: Posts; User: dr4cula

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  1. Replies
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    Depth buffer rendered over objects

    Hello,

    I'm having a bit of a problem with the depth buffer. When I'm using blending, it seems that the depth buffer gets mixed together with the blended image. As soon as I call...
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    Might as well post here instead of a new thread:...

    Might as well post here instead of a new thread:

    I tried adding another FBO with a different texture attachment but as soon as I call glFramebufferTexture2D() for the second buffer, everything...
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    Herp-a-derp. I swear I tried glClear() with...

    Herp-a-derp. I swear I tried glClear() with GL_DEPTH_BUFFER_BIT... Anyways, it seems that was the problem indeed. I don't really need the renderbuffer so I tried removing it but the problem then came...
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    Now I get the same result as on the left side of...

    Now I get the same result as on the left side of the posted picture: nothing but a box.



    Viewport is the same as the window size: as soon as I started seeing problems I made sure to make the...
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    Weird FBO behaviour

    Hello,

    I'm having some trouble rendering to a texture. I'm not quite sure what's going on: http://i43.tinypic.com/1rq9nm.png

    The texture2D attachment gets corrupted image data it seems. Also...
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    Thanks for your reply once again! The...

    Thanks for your reply once again!

    The coordinate mapping didn't make any sense to me so I started doubting the data I was passing to the shaders. It turns out that somehow, somewhere the main 3...
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    Thanks for your quick reply! That seems* to be...

    Thanks for your quick reply!

    That seems* to be the case indeed. Lower shininess values: http://i40.tinypic.com/35kki7n.png

    Scaling the sphere made it more obvious as well:...
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    GLSL Specular per-vertex lighting

    Hello,

    I recently started looking into using GLSL and now I've run into a bit of a problem while trying to implement per-vertex lighting. I've tried working out the maths on pen and paper, have...
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    Thanks for explaining everything in such detail!...

    Thanks for explaining everything in such detail! Really appreciate it.



    Yep, I thought that as well first but then I enabled multitexturing and mapped the shadowmap onto texture unit 1 and I'm...
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    Ok, so the only difference I could find between...

    Ok, so the only difference I could find between our codes was the light FOV. As soon as I changed it to 90.0, the massively long shadows disappeared. This is why I think it was happening: due to the...
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    I tried switching to GL_EYE_LINEAR, however if I...

    I tried switching to GL_EYE_LINEAR, however if I omit the gluLookAt() (which is the model-view part of the planeMatrix) then I'm not getting the results I'm looking for. If I keep that there then it...
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    Hm... I changed my renderSceneElements() to the...

    Hm... I changed my renderSceneElements() to the following for testing purposes and it almost seems to work (screenshot: http://tinypic.com/view.php?pic=14jw8xi&s=5)


    glPushMatrix();...
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    Thanks for your reply once again! My viewport and...

    Thanks for your reply once again! My viewport and window size are both 512x512 so the calls to glViewport() should be redundant. I added them in (just in case) and nothing changed (as expected). Also...
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    5,091

    The Red Book suggested translation only in x- and...

    The Red Book suggested translation only in x- and y- directions which I found a bit odd. Changed it to translate in the z-direction as well and added the recommended renderbuffer. However, everything...
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    Thanks for your reply! I decided to use FBOs:...

    Thanks for your reply!

    I decided to use FBOs: I can actually see the shadowmap when I map it onto a quad (it's faint but it's visible at least). However, my problems don't end there: now the...
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    5,091

    Reading the depth buffer into texture memory

    Hello,

    I'm trying to get a simple shadowmapping demo up and running but I've run into a bit of a problem. I need to translate to the light's position, save the depth values into texture memory and...
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    Found the issue! The problem was with the program...

    Found the issue! The problem was with the program flow: I initialized other data that set the MIN_FILTER differently after generating the mipmaps. After adding the calls to the glTexParameteri() to...
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    Texture Mipmapping

    Hello,

    I've been trying to get mipmapping working but I'm really confused as to why my approach doesn't work. Here's what I've got.

    texture related init:


    // generate the texture...
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