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    Great 2D artwork examples

    It occurs to me that it should be possible to draw great 2D art using OpenGL since technically you have control over all the pixels. I would think that 2D cartoon figures would be possible, for...
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    As a very simple example, one of the things that...

    As a very simple example, one of the things that is a major challenge in real-time rendering is anti-aliasing. There are several techniques, each with tradeoffs, and still the results are not...
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    Real-time vs offline rendering

    This might be a seemingly naive question, but it has really made me think. I'm interested in isolating the key differences in features and quality between real-time rendering, i.e. with OpenGL, and...
  4. Clamping the dot product in a Slerp for Quaternion

    I'm looking at two different source for the Slerp method of interpolation between two quaternions. They are pretty similar except for one notable difference: one clamps the dot product between 0 and...
  5. I want to make sure I am visualizing your example...

    I want to make sure I am visualizing your example properly. If we are dealing with column major, then C matrix should follow the layout of A and B and thus look like this:



    [C1 C3]
    [C2 C4]

    ...
  6. After thinking about this more, I think this...

    After thinking about this more, I think this statement is misleading. You are correct that if you multiply matrices A * B, then you are creating a new matrix based on dot products of A's rows with...
  7. If you look at the operator overload above, it...

    If you look at the operator overload above, it wouldn't make sense in a column-major layout; or at least it would be disceaving, right? Because if it was a column-major operation, the "left hand...
  8. Does this function appear to be row-major?

    I am currently using a matrix library which defines basic operations like this:


    struct Matrix4{
    vec4 x;
    vec4 y;
    vec4 z;
    vec4 w;
    ..... functions
    }
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    I'm afraid that what you have written doesn't...

    I'm afraid that what you have written doesn't make a lot of sense and differs from everything I've seen everywhere else. The two main points: You've written OpenGL matrix as column-major but a vector...
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    Indeed you have resolved a critical gap in my...

    Indeed you have resolved a critical gap in my understanding, and I had assumed that row/column major referred not just to memory but also visual ordering. Separating the two answers a lot of...
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    I am also reading through this very interesting...

    I am also reading through this very interesting compilation of thoughts from the guy that came up with the column-major scheme in OpenGL and it is quite entertaining and educational. I may have more...
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    Structuring a matrix library

    I am writing a C++ matrix library, mainly to learn more about linear algebra and improve my programming skills, even though I know plenty of libraries already exist. I have used one such library and...
  13. By "tesselator" are you referring to the building...

    By "tesselator" are you referring to the building of geometry in the shader?
  14. Ah I see what you're saying, thanks.

    Ah I see what you're saying, thanks.
  15. Why is this "wrong" to rotate an object 6 degrees...

    Why is this "wrong" to rotate an object 6 degrees each keyframe? It looks fine and works well.
  16. Sorry, you misunderstand. I can set a single...

    Sorry, you misunderstand. I can set a single animation to last, say, 10 seconds, and in that 10 seconds I get 5 full revolutions, or 360*5 degrees. That is what I meant. But I gather this is not...
  17. Can a quaternion represent more than 360 degrees of rotation?

    I like Euler rotation based on degrees so I can keyframe an animation of a large number of degrees, like 1000, and get multiple full 360-degree revolutions on the object for purposes of setting it...
  18. Parsing texture atlas and bitmap font coordinate information

    While there are a number of tools for creating a texture atlas, such as Zwoptex, I'm wondering if there are any parsers out there for manipulating the results of these tools.

    I recently built my...
  19. As we were talking about pre-multiplying vertex...

    As we were talking about pre-multiplying vertex transformations before submitting them to the shader, I'm wondering what you mean in this context; Are you saying even these matrix calculations are...
  20. What are the functions used to combine bitmaps...

    What are the functions used to combine bitmaps into one texture?
  21. Now there's an idea I hadn't thought of it. Take...

    Now there's an idea I hadn't thought of it. Take the modelview matrix calculations out of the shader entirely and just pass the vertices after multiplication. This allows a single draw call for many...
  22. But what is typically the way in which you might...

    But what is typically the way in which you might render text onto the surface of a 3D surface? Of the three methods you mentioned, what would work well in such a case?
  23. Very useful, thanks. This gives me some...

    Very useful, thanks. This gives me some confidence to worry less about doing multiple draws until I actually see a serious bottleneck in effect. It certainly simplifies things for now. Appreciate it.
  24. What is best practice for batch drawing objects with different transformations?

    I'm conceptualising a good approach to rendering as many disjointed pieces of geometry with a single draw call in OpenGL, and the wall I'm up against is the best way to do so when each piece has a...
  25. Which of these methods is typically used when...

    Which of these methods is typically used when someone is "pasting" text from a bitmap font onto a 3D surface? Each glyph/image from the texture atlas will not overlap another, but simply be placed...
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