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Type: Posts; User: glararan

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    Thanks for advice, I will try it and then post...

    Thanks for advice, I will try it and then post feedback.
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    Oh, sorry about I didn't mentioned tess. shader....

    Oh, sorry about I didn't mentioned tess. shader.

    Yes you're correct, I editing on CPU mapData and sending them to GPU. Yes I have no final control about mentioned vertices produced on GPU.
    ...
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    Hm we don't understand each other :D Whole map...

    Hm we don't understand each other :D

    Whole map (4x4 chunks)
    - Width: 1024
    - Height: 1024
    - Number of patches: 25600 (160 per row/column)

    One chunk
    - Width: 256
    - Height: 256
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    Okay so, if I have 40x40 vertices = 1600 patches...

    Okay so, if I have 40x40 vertices = 1600 patches I should have 42x42 vertices = 1764 patches.

    My chunk heightmap is 256x256 (= 6,4 height values per patch). How this should work? If vertice is...
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    Yes I divided map into tiles and then to chunks....

    Yes I divided map into tiles and then to chunks. I thought its called LoD. I'm not using quadtree, using screen-error.

    I read something about skirts but I don't know how to make them. Yesterday I...
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    Chunks cracks

    Hello,

    I'm here to ask for help.
    I have program for terrain editing, but I went into one problem I can't solve. Between each chunk is crack, how to fix it? I tried google it but I don't...
  7. Thread: FBO cube map

    by glararan
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    FBO cube map

    Hello,

    I'm creating FBO cube map, but I'm getting error 1281 on glTexImage2D.

    GPU: nVidia 650M


    GLfuncs->glGenTextures(1, &textureId);
    GLfuncs->glBindTexture(GL_TEXTURE_CUBE_MAP,...
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    glTexSubImage split to more updates

    Hi,

    I need help how to split glTexSubImage3D into small parts. Why? Because its more faster than whole image.

    My discovery: using small parts ex: 1024*1024 times 1x1 pixel is a lot faster than...
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    Then I'm where I was. On the start.

    Then I'm where I was. On the start.
  10. Replies
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    So I should revert my change?

    So I should revert my change?
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    I just changed glTexStorage3D it show me whole...

    I just changed glTexStorage3D it show me whole terrain (just from loader), after initializing nVidia driver crashed. No idea why, I will investigate that.
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    Ofc, following code is constructor and bind //...

    Ofc, following code is constructor and bind

    // -- TextureType in header
    enum TextureType
    {
    Texture1DArray = GL_TEXTURE_1D_ARRAY,
    Texture2DArray = GL_TEXTURE_2D_ARRAY
    ...
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    Ok, if its same then following code should be: ...

    Ok, if its same then following code should be:


    #version 400
    #extension GL_EXT_texture_array : enable

    layout(quads, fractional_even_spacing, cw) in;

    in terrainVertex
    {
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    texture to texture array

    Hi,

    I need advice about sampler2DArray. On OpenGL IRC I spoke about fast loading textures throught uniforms. Guys direct me to glTexStorage3D for 2D textures.

    Now I'm trouble with porting...
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    BUMPING! I have new result from debugging. ...

    BUMPING!

    I have new result from debugging.

    Big enemy is still same = uniform. But not caused by textures, it slowed because each chunk in (16*16 = 256) use mapData[MAP_WIDTH / 16 * MAP_HEIGHT /...
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    No one have any idea? When I use 4x4 MapChunk...

    No one have any idea?

    When I use 4x4 MapChunk its still good, but 8x8 is little laggy, 16x16 ultra laggy.

    Function which lagging it is:

    void Material::bind()
    {
    m_shader->bind(); //...
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    Terrain tessellation in chunks?

    Hi,

    Is there any possible "very fast" way to create mapchunks for tessellation?

    I have some pre-alpha ver, but it's laggy, because I'm using glTexImage2D to port heightmap to shader. There it's...
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    Ok thanks, and this is btw not possible with more...

    Ok thanks, and this is btw not possible with more than 4 textures right?
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    Is possible with GLSL 3.3+ multitexturing do it...

    Is possible with GLSL 3.3+ multitexturing do it through alphamaps?

    See ex: http://www.sdilej.eu/pics/26b05e60458db6ebfdec8d095118b7cd.png
    On picture are 5 textures (including base). Base texture...
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    marClintDion: GClements was right, I meant...

    marClintDion: GClements was right, I meant texture splatting

    GClements: So texture splatting is not perfect for this?

    I'm making world editor, so I want to change textures by painting tool
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    GLSL 400 multi texturing, how best?

    Hi,

    I need to help with multi texturing. I wanna more then 4 textures and also using shader color for changing texture color(look to following img)

    1149

    Currently I'm using textures based on...
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    [SOLVED] Camera or shader problem

    Hello,

    I'm here with problem described in following picture:

    Link to picture


    In some camera angle (shader?) dont render terrain correct and show this fail.

    Rendering technique:...
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    Hi, I'm posting my solution! Working perfect....

    Hi,

    I'm posting my solution! Working perfect.


    SamplerPtr sampler(new Sampler);
    sampler->create();
    sampler->setMinificationFilter(GL_LINEAR);
    ...
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    BUMP I find on google some info about 32bit....

    BUMP

    I find on google some info about 32bit. 32bit float doesn't have limits for height. 16bit has about 0-65k.


    I tried to recode loading from img to generate 0 height in float, but it...
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    Tessellation heightmap

    Hi,

    I started this topic because I need help with choosing heightmap structure.

    Currently I'm using:
    Extension: .PNG
    Resolution: 1024x1024
    Bits: RGB 8-bit
    Tessellation minimum, maximum...
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