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...
Type: Posts; User: artariel
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...
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
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...
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.
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...
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 ?
One more : Is what i do in GLSL done in eye space ?
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...
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..
now in this code, everything is black
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..
i am already setting it
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
doesn't it give me the real world coordinates ?
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...
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..
umm then passing variables -i mean computing in cpu instead of gpu- is the best way for now ?
thanks but isn't there any way to calculate it in vertex shader instead of passing variables ?
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...
uh oh code above did not work with my terrains
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...
thanks. do you know how to apply method "draw twice, one with back culling" using VBOs ?
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...
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 ?
it's actually useful as you said. think of a train and rail system and their angle according to the normals :P
so normals are used only for lights (?)
nothing else ?
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.. ?