Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Triangle

Search: Search took 0.00 seconds.

  1. Replies
    2
    Views
    1,418

    So what is the conclusion ? In all articles about...

    So what is the conclusion ? In all articles about VSM which I have read was information that using mipmapping, anisotropic filtering and gaussian blur with VSM can improve quality of the soft...
  2. Unofficial OpenGL SDK and 64 bit application

    Which parts of SDK will work with 64 bit application ? I'm especially interesting in using GL Image.
  3. Replies
    2
    Views
    1,418

    variance shadow mapping and mipmapping

    I implemented a variance shadow mapping. I store a linear depth and linear depth ^ 2 in the color texture. Next a gaussian blur is applied to that texture. It consist of two passes, so two additional...
  4. Replies
    3
    Views
    1,080

    Ok, I have one more question. Is it possible to...

    Ok, I have one more question. Is it possible to clear only one texture this way ?:


    glBindFramebuffer(GL_FRAMEBUFFER, fbo);
    glDrawBuffers(1, drawBuffers0);
    glClear(GL_COLOR_BUFFER_BIT);...
  5. Replies
    3
    Views
    1,080

    single fbo and multiple texture attachments

    I want to use a single fbo and multiple texture attachments. I attach textures to different color attachments.
    Then I use glDrawBuffers to switch rendering to different color attachments.
    ...
  6. Replies
    4
    Views
    1,255

    using an integer texture

    I need to use a texture(rgba) where each channel can store unsigned integer value from a range <0,7> I set a texture this way:


    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32UI, screenWidth,...
  7. Replies
    1
    Views
    787

    deferred rendering and normal mapping

    During a gbuffer stage I save in textures a depth, normals, diffuse and specular colors, shininnes factors but also
    normals from a normal maps (tangent space) and tangent vectors (I can calculate...
  8. Replies
    13
    Views
    3,487

    Ok, but I want to use my fragment shader with...

    Ok, but I want to use my fragment shader with subroutines for a deferred rendernig. Then a render loop looks like this:

    1. gbuffer stage
    2 for each light:
    (additive blending)
    - shadow...
  9. Replies
    13
    Views
    3,487

    subroutines and multiple render targets

    I wonder how to use a shader with subroutines and multiple render targets. I have a fragment shader which contains a few subroutines. (I posted only relevant pieces of the code).



    #version 420...
  10. Replies
    0
    Views
    550

    how glGenerateMipmap works ?

    I call glTexImage2D with a parameter level = 0. Then I call glGenerateMipmap(GL_TEXTURE_2D). What happens with GL_TEXTURE_BASE_LEVEL and GL_TEXTURE_MAX_LEVEL ? I assume that they are automatically...
  11. Replies
    3
    Views
    2,078

    obj file - smoothing groups

    I have an obj file which looks like this:


    mtllib file1.mtl

    #
    # object f_00
    #

    v x y z
  12. Replies
    4
    Views
    2,979

    I made one more test. I changed an orthographic...

    I made one more test. I changed an orthographic projection to
    glm::ortho(-10.0f, 10.0f, 20.0f, 40.0f, 10.0f, 50.0f) Now it contains only the object and a small area of the ground plane, not the...
  13. Replies
    4
    Views
    2,979

    Thanks for tips. I tried a dynamic bias...

    Thanks for tips. I tried a dynamic bias mentioned above but generally I got a bit worse effect than when using glPolygonOffset. Artifacts in the light were more visible. In the shadow some very...
  14. Replies
    4
    Views
    2,979

    basic shadow mapping - removing artifacts

    I implemented a basic shadow mapping. I have a scene illuminated by one directional light.
    I use an orthographic projection:


    (glm::ortho(-70.0f, 70.0f, -50.0f, 90.0f, -50.0f, 100.0f));

    ...
  15. Replies
    10
    Views
    8,007

    Thanks for explanations. I agree that in general...

    Thanks for explanations. I agree that in general those lines of the code are not equivalent (for example light_view_matrix may contain some rotation)
    But in this particular case the...
  16. Replies
    10
    Views
    8,007

    Ok, I compiled and ran that example. First of all...

    Ok, I compiled and ran that example. First of all I changed a little bit the fragment shader code. Now the example code is more similar to my code. This line:


    vec4 position_ls =...
  17. Replies
    10
    Views
    8,007

    Ok, I removed all FramebufferTexture2D functions...

    Ok, I removed all FramebufferTexture2D functions from the above initialization code and placed them in the render loop. Now the render loop looks like this:
    -bind framebuffer
    -set viewport
    -cull...
  18. Matrices are multiplied before sending to a...

    Matrices are multiplied before sending to a shader because of efficiency. Vertex shader is executed for each vertex so if you do multiplication (ProjectionMatrix * ViewMatrix * ModelMatrix) in the...
  19. Replies
    10
    Views
    8,007

    point light - shadow mapping

    I use a forward rendering and I try to implement a shadow mapping for a point light. I have one fbo and a cube map to store 6 depth textures. I'm not sure how to render a depth to textures when using...
  20. Replies
    4
    Views
    2,057

    A perspective matrix for shadows has zNear = 1.0...

    A perspective matrix for shadows has zNear = 1.0 and zFar = 50.0 for above pictures. When I increase zFar (for example zFar = 70.0) I get following result (clamping to border(1, 0, 0, 0) s,t) :...
  21. Replies
    4
    Views
    2,057

    shadow mapping - texture clamping

    I implemented a simple shadow mapping. In a shader I use sampler2DShadow and textureProj when accessing a texture. Then I multiply a color(diffuse and specular) by a shadow value. A depth texture has...
  22. Replies
    4
    Views
    2,579

    So for a cube when I'm using glDrawArrays in a...

    So for a cube when I'm using glDrawArrays in a single rendering call (GL_TRIANGLES) I need duplicate positions, normals and tex coords ( 36 positions, 36 normals, 36 tex coords). For...
  23. Replies
    4
    Views
    2,579

    My English isn't perfect so maybe I try to...

    My English isn't perfect so maybe I try to explain what I mean by example and how I understand preparing data for shaders. Please correct me if I'm wrong and post more extensive explanation.

    1. We...
  24. Replies
    4
    Views
    2,579

    obj file - processing data

    I'm working on obj loader. I want to draw an object using glDrawElements (smooth shading). Here are my assumptions:

    - the number of normals <= the number of vertices (I don't need to average...
Results 1 to 24 of 24