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  1. Thanks for your responses; I really appreciate...

    Thanks for your responses; I really appreciate it.

    I assume from the above code that you don't dampen the camera?
  2. Meant to say I would try both suggestions.

    Meant to say I would try both suggestions.
  3. Thanks; that seems correct. I will try that.

    Thanks; that seems correct. I will try that.
  4. Avoiding unnessecary if/else choice in loop for Virtual Camera

    Hello,

    So I have more of a best practice question that I am wondering what is the best approach for.

    I have a working virtual "camera" for OpenGL that builds the correct view and projection...
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    Thanks, I will give this a shot.

    Thanks, I will give this a shot.
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    How to calculate camera roll...

    Hello,

    I have hopefully a simple question regarding calculating the roll of a camera.

    I can calculate the yaw and pitch just fine using GLM:

    CameraAxis =...
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    This is what got me started: ...

    This is what got me started:

    http://www.opengl-tutorial.org/
  8. I am glad I sign in every so often just to read...

    I am glad I sign in every so often just to read the boards...

    Every once in a while gems like this pops up.

    Thanks again, mhagain, you are indeed a OpenGL guru...
  9. Thanks. From what I have been gathering on the...

    Thanks. From what I have been gathering on the internet they are functionally the same.

    My curiosity stems from the fact that one may be faster than the other; it seems that once you have a...
  10. Which is faster/better - glClearColor/glClear or glClearBuffer* ?

    Hello,

    I have a quick question I am curious about.

    I am used to using the combination of glClearColor + glClear to clear the color/depth buffers.

    However I found another function,...
  11. Thanks to everyone for all of your help.

    Thanks to everyone for all of your help.
  12. Yep, I feel like a dufus now. Changed the code...

    Yep, I feel like a dufus now.

    Changed the code to what is shown below based on what you suggested and it worked:



    glGenVertexArrays(1, &Pointer_VAO);
    glBindVertexArray(Pointer_VAO);
    ...
  13. You are correct that I do not pass an offset into...

    You are correct that I do not pass an offset into glVertexAttribPointer() but that is because there is no offset *PER* attribute, only offsets for each buffer as a whole:

    In other words, in my...
  14. Here is the code for what is being sent to the...

    Here is the code for what is being sent to the GPU:



    glGenVertexArrays(1, &Pointer_VAO);
    glBindVertexArray(Pointer_VAO);

    glGenBuffers(1, &Vertex_VBO);

    glBindBuffer(GL_ARRAY_BUFFER,...
  15. Good point; here you go: ...

    Good point; here you go:

    http://s11.postimg.org/k6nekn8cj/Texture_Coordinate_Based.png

    And the fragment shader code that produces the above:



    finalColor = vec4(TextureCoordinates, 0.0,...
  16. Fair enough; what's a rock solid exporter I can...

    Fair enough; what's a rock solid exporter I can test with?

    For the above model I used Blender's FBX exporter to create the file.

    I then use Autodesk's FBX SDK to load the model...
  17. You got it. Here is a very simple model's...

    You got it.

    Here is a very simple model's coordinates for vertices, normals, and UV's:



    Vertex: X: -1 Y: -1 Z: -1 Normal: X: 0 Y: 0 Z: -1 UV Point: S: 0.998895 T: 0.992545
    Vertex: X: 1...
  18. I see, that makes sense. So how do I get...

    I see, that makes sense.

    So how do I get around this problem?

    I asked around on the AutoDESK FBX forums and the response was that the function above I used to retrieve the texture coordinates...
  19. The problem definitely seems to be the UV...

    The problem definitely seems to be the UV coordinates; what I did was this.

    I set the texture coordinates to be the actual color of red and green in the GLSL fragment shader as so:



    ...
  20. I tried the different parameters for...

    I tried the different parameters for glTexParameter as specified here but I get the same results.

    Thank you for the suggestion...
  21. Working with UV coordinates when they are not in the range of 0 -1

    Hello,

    I am using a loading library which supplies UV coordinates as shown below.

    Note that these coordinates are not in the range of 0.0 - 1.0

    Therefore the textures aren't mapping properly...
  22. Thanks so much; I will try this out.

    Thanks so much; I will try this out.
  23. Converting OpenGL 3.1 code for Multi-sampled Framebuffers to be OpenGL 2.1 compatable

    Hello,

    I have the following code which works well for creating multi-sampled framebuffers for anti-aliasing.

    It works great for OpenGL 3+

    What can I change to get a multi-sampled framebuffer...
  24. Hmmm, wouldn't that cause the triangles...

    Hmmm, wouldn't that cause the triangles themselves to not be drawn correctly?

    As shown the drawing is displayed, it's just the materials that aren't being drawn on the whole object.

    I could be...
  25. Texture Loading "Per Triangle" versus all of the Triangles Called with glDrawElements

    Hello,

    I have this weird problem that I assume is really simple to fix but I can't figure it out. Basically my textures are being loaded per "triangle" when I use them in OpenGL.

    Thank you in...
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