There are standard techniques for this kind of stuff. Look into shadow mapping and stencil shadows.
Type: Posts; User: Y-tension
There are standard techniques for this kind of stuff. Look into shadow mapping and stencil shadows.
Hi, I have been trying to get texFetch working in GLSL and there are some artifacts stemming from the fact that it clamps texture coordinates to the image boundaries. Is there some relatively clean...
Do you use a hybrid system? If you do make sure to enable the NVIDIA card for all applications from the NVIDIA control panel.
Try glClearStencil(0) before glClear(GL_STENCIL_BUFFER_BIT).
Hi zassGL, set projection and modelview matrix to identity, viewport must match the dimensions of your second (write-to) texture. Then just render a full screen quad (1, 1),(-1, 1),(-1, -1),(1, -1) -...
Had to stop by to say congrats for the new release. The new features are absolutely fabulous!
Yes, that's the idea with WGL_ARB_render_texture. WGL_ARB_render_texture uses a pbuffer context bound to a texture(read the specs but I warn you, it's complicated). So all state is context specific...
Yep! Use the old WGL_ARB_render_texture extensions. But be warned: they are too clumsy.
What platform is this? Java? What video card?
I know for sure that calling glBufferData with NULL and then glBufferSubData is more expensive than simply calling glBufferData. Actally, in contrast to...
Yes HD 4800 supports up to 3.3 if I'm not mistaken.
There is an openGL 3.1 edition of the 'OpenGL programming guide'(used to be the best book around for beginners)
but it covers a lot of...
You have made moving waves which means each point at x has a y value of sin(x - ft) (Actually this wave moves to the right) where f; is the frequency of the wave, k is the wave number. To produce...
http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
And don't forget: Google is your friend(for now)!
Because the UxV = -VxU and the cross product depends on the orientation of U and V (counterclockwise for "positive" normal, well I hope you know the maths to understand what I mean).
What is missing...
I don't understand the problem space very well...The beam is the rotating object? is the beam attached solidly on the surface? What is attached on the other side of the spring?
A picture could speak...
Hey there!
Non power of two textures use sampler2D always, they just have non-power-of-two dimensions. Their coordinates are normalized to {0,1}.
Texture rectangles on the other hand are another...
As far as I know, glBufferData allocates the memory on the GPU, then glMapBuffer copies the data to system memory and gives you a pointer to the copied data if reading only. If writing only, it...
Wow, just a minute there! I don't know if i got this right...Actually, there's 256(0 included) values in an 8bit per component buffer, so in fact the largest possible value that can be represented...
Hey people, started porting some of my openGL demos to linux (Ubuntu 9.10) but I've got a couple of compatibility issues.
On a geforce 8400,I use GLX_BUFFER_SIZE 24 for fbconfig but on an older ATI...
Thanks! :)
My personal opinion is that learning openGL well, will, in itself, teach you a lot on how graphics work in general. A good, but rapidly becoming outdated, resource is the red book(OpenGL...
Not 16 bits per pixel, but bits per component. Anyway, accumulation buffers are slow, outdated, and you can do the same thing with framebuffer objects plus system independently. Plus you can ask for...
Hey, another Blender user there! There is a way actually, but skeletal animation is too complex, you need to write your own animation algorithms, most probably using quaternions and do some skinning...
Try floating point color buffers maybe? That's the obvious solution. These are platform dependent solutions because you have to explicitly ask for a float color buffer through...
Ah! I realized why you render the quads! It's a skybox...duh! However I think the texture coordinates you use for it are wrong because cube mapping does not use the same kind of coordinates as normal...
I told you before, just copy glu32.dll into the folder where your executable is compiled.
Another thing is that I can't see opelgl32 and glu32 in your linker options. Otherwise it looks more or less...
No,no...I use code blocks too. The only problem that may pop up with MinGW (Supposing you use that as a build system) in general is that sometimes, there is a c runtime library needed that may not be...