Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: artariel

Page 1 of 2 1 2

Search: Search took 0.00 seconds.

  1. When Do I Need Inverse Bind Poses In MD5 Models ?

    I researched a lot about md5 model format, but some of the examples store the inverse bind pose. As far as i know, md5 model translation and orientations are absolute, not relative and inverse bind...
  2. i think the problem was about w coordinate of...

    i think the problem was about w coordinate of light. i have just set it to 1.0 and it seems to be static now :P

    edit: yep it works great. i dont know why w fixed it
  3. Light source on random position in the world

    Examples i have seen so far are always about lighting one object, when i tried to apply this on a terrain generator example, things were changed. I am setting a position for light, applying...
  4. what is "homogenous coordinates" of an object ?...

    what is "homogenous coordinates" of an object ? Fixed location in space, like everything in 2d has ? I read that in definition of gl_vertex, homogenous coordinates of a vertex point.
  5. so if i multiple real coordinates (i mean the one...

    so if i multiple real coordinates (i mean the one we do with gltranslatef()) with gl_modelviewmatrix, i will get eye coordinates. once everything is in the same space, i can freely compute them with...
  6. What happens when i multiple gl_vertex by...

    What happens when i multiple gl_vertex by gl_modelviewmatrix in gl_position ? which space will i get with both gl_modelviewmatrix and gl_modelviewprojectionmatrix ?
  7. One more : Is what i do in GLSL done in eye space...

    One more : Is what i do in GLSL done in eye space ?
  8. Just simple, clear questions about Basics of 3D

    It is too bad that i have always worked with 2D coordinate system, so everything was just simple, just snap things around x,y

    -What is Eye Space
    -What is Model Space
    -What is Modelview
    -What is...
  9. Replies
    7
    Views
    2,194

    i still couldn't find any stable outline method....

    i still couldn't find any stable outline method. one doesn't work with terrains, one doesn't work with simple materials, one lags etc..
  10. Replies
    17
    Views
    3,467

    now in this code, everything is black

    now in this code, everything is black
  11. Replies
    17
    Views
    3,467

    it seems i lack too much information about...

    it seems i lack too much information about opengl.. since every example and tutorial is REALLY old and out of current techniques, i can't seem to find a correct lessons for opengl..
  12. Replies
    17
    Views
    3,467

    i am already setting it gl_Position =...

    i am already setting it

    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

    doesn't it give me the real world coordinates ?
  13. Replies
    17
    Views
    3,467

    what i can't understand is gl_position doesn't...

    what i can't understand is gl_position doesn't work correctly, or as i wanted it to work. I am passing camera position to glsl and substract it from gl_position, normalize and dot product with...
  14. Replies
    17
    Views
    3,467

    i think i must find another way to do an outline...

    i think i must find another way to do an outline effect.. i had found another way but i couldn't make stencil buffer work with VBOs..
  15. Replies
    17
    Views
    3,467

    umm then passing variables -i mean computing in...

    umm then passing variables -i mean computing in cpu instead of gpu- is the best way for now ?
  16. Replies
    17
    Views
    3,467

    thanks but isn't there any way to calculate it in...

    thanks but isn't there any way to calculate it in vertex shader instead of passing variables ?
  17. Replies
    17
    Views
    3,467

    My 'view' direction in glsl

    How can i calculate where does my entire screen look at, in 3d vector ? I mean, what is my camera's direction in glsl ? I will try to code an outline shader so i must dot product terrain normals with...
  18. Replies
    7
    Views
    2,194

    uh oh code above did not work with my terrains

    uh oh code above did not work with my terrains
  19. Replies
    7
    Views
    2,194

    okay this is what i do and it worked : but...

    okay this is what i do and it worked :



    but i found it a bit wrong, because i have to call useprogram(0) because it also shades the backculling so i can't have a true-black outline. but i...
  20. Replies
    7
    Views
    2,194

    thanks. do you know how to apply method "draw...

    thanks. do you know how to apply method "draw twice, one with back culling" using VBOs ?
  21. Replies
    7
    Views
    2,194

    Outline with GLSL ?

    Since I couldn't find any way to outline models drawn with VBOs, i started to find a GLSL way. I am creating a toon shader, it successfully works with lights but there's last thing to do : Outline...
  22. Replies
    2
    Views
    987

    Texture1D and Texture3D, how ?

    I can imagine 1d texture, just simple a line with only x or y coordinate but what is a 3d texture and why,when,where should i use them both ?
  23. Replies
    13
    Views
    1,384

    it's actually useful as you said. think of a...

    it's actually useful as you said. think of a train and rail system and their angle according to the normals :P
  24. Replies
    13
    Views
    1,384

    so normals are used only for lights (?) ...

    so normals are used only for lights (?)

    nothing else ?
  25. these positions are related to texture ? are they...

    these positions are related to texture ? are they used for picking pixels (something like getpixel(x,y)) ? and why st or xy, i have always used uv for textures.. ?
Results 1 to 25 of 43
Page 1 of 2 1 2