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Type: Posts; User: elipp

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  1. Replies
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    Re: OpenGL 3.x: perspective projection problem

    After extensive testing, I have come to the (fortunate) conclusion that I had, in fact, had a correct perspective projection all along; only the znear/zfar planes were too close to each other for the...
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    8,447

    Re: OpenGL 3.x: perspective projection problem

    I wanted to keep the original post as math library-independent as I possibly could, so I chose not to give too much specific info on that. Also, I was very much inclined to think the problem lay not...
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    8,447

    OpenGL 3.x: perspective projection problem

    Lately, I've been writing a matrix implementation of my own to replace the built-in matrix stack that is deprecated as of OpenGL 3.0 and finally removed in core 3.3 / 4.0. The exact profile I'm...
  4. Re: Shader debugging: problems passing vertex normals

    Well, I was trying to adopt some of the ideas presented on this page (and especially the Normal Plots-section, which I found particularly useful given the original problem) and since managed to...
  5. Re: Shader debugging: problems passing vertex normals

    Brilliant! It worked - thank you very much.

    I simply changed the identifiers of the vertex attributes so that they wouldn't clash with any of the predefined ones.

    Also, I had to change my...
  6. Shader debugging: problems passing vertex normals

    Hello, OpenGL forums.

    I've been trying to get acquainted with some of the newer OpenGL features (3.2 core) such as VBOs, vertex attributes and GLSL - and have been fairly successful at doing so. I...
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