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: debonair

Page 1 of 9 1 2 3 4

Search: Search took 0.01 seconds.

  1. Replies
    4
    Views
    422

    Can you please specify the equations? I am...

    Can you please specify the equations?
    I am using billboard technique to render particles. Here is my part of the geometry shader:



    vec3 pos=gl_in[0].gl_Position.xyz;
    vec3...
  2. Replies
    4
    Views
    422

    bounce.!!!

    bounce.!!!
  3. Replies
    4
    Views
    422

    particle system

    I am implementing particle system in which I want particles to rotate around each other i.e. its own axis along with translational motion outwards from the emitter.
    I have outward motion of...
  4. Replies
    9
    Views
    939

    check your glActiveTexture() and glUniform()...

    check your glActiveTexture() and glUniform() calls for samplers when you attach it to both the textures.
  5. this might not be related to original post but...

    this might not be related to original post but just curious to know, how would rasterizer works in case of 2 triangles who share the edge?
  6. Replies
    9
    Views
    939

    you need to bind same FBO for every side of the...

    you need to bind same FBO for every side of the cube. it would be somewhat like:


    glBindFramebuffer(GL_FRAMEBUFFER,FboObject);
    for (face = 1; face < 6; face++) {
    Draw();
    ...
  7. 1,2. if it works for default, that means it is...

    1,2. if it works for default, that means it is enabled.
    3. you should create a depth attachment (renderbuffer).
  8. checklist: 1. You have cleared depth buffer and...

    checklist:
    1. You have cleared depth buffer and have set the function.
    2. While creating context, you have enabled depth buffer bit.
    3. your depth attachment.
  9. Replies
    6
    Views
    739

    I am still confused with how it works. Initially...

    I am still confused with how it works. Initially we are taking normalized coordinates and multiplying it with inverse projection matrix to get coordinates into view space, but in the reverse step (...
  10. Replies
    6
    Views
    739

    Thanks a lot. I forgot to apply camera...

    Thanks a lot. I forgot to apply camera transformation. :)
    It works now :)
    One doubt, after applying projection matrix, vertices will be in clip coordinate space and not in NDC right? but we are...
  11. Replies
    6
    Views
    739

    I want light frustrum. here is my code of...

    I want light frustrum. here is my code of geometry shader:



    vec4 vertices[]={

    {-1, -1, -1, 1}, { 1, -1, -1, 1}, { 1, 1, -1, 1}, {-1, 1, -1, 1},

    {-1, -1, 1, 1}, { 1, -1, 1, 1}, { 1, ...
  12. Replies
    6
    Views
    739

    How to draw frustrum in opengl

    I want to draw frustrum outlines. What will be my coordinates for these frustrum vertices ?
  13. Replies
    1
    Views
    447

    can you post your code? you need to bind the...

    can you post your code?

    you need to bind the texture when you are drawing to that texture.
  14. one doubt on above question, according to me we...

    one doubt on above question,
    according to me we use render buffer attachment only when we don't have to read data or we use it only when we blit data in framebuffer. so for performing we should use...
  15. Replies
    2
    Views
    554

    Could you please post your code.. However, if...

    Could you please post your code..
    However, if you are trying to avoid the seams, you can use seamless cubemap filtering.
  16. Replies
    2
    Views
    346

    Thanks a lot.!!

    Thanks a lot.!!
  17. Replies
    2
    Views
    346

    GL_CLAMP_TO_EDGE vs GL_SEAMLESS_CUBEMAP

    Can we say that output of GL_CLAMP_TO_EDGE and GL_SEAMLESS_CUBEMAP will be the same?
    What is difference between two in cubemap textures?
  18. Replies
    5
    Views
    779

    Thanks for your reply. And how does...

    Thanks for your reply.

    And how does multisampled textures work?
  19. Replies
    5
    Views
    779

    Thanks for your reply..!! I am still...

    Thanks for your reply..!!



    I am still confused with depth and stencil values, you said fragment shader is executed per sample so depth and stencil values will be calculated per sample of a...
  20. Replies
    5
    Views
    779

    Multisampling in pipeline

    In multisampling, during rasterization there are more than one sample points in each pixel and sample points are decided which constitutes the primitive.

    which attributes are same for each sample...
  21. Thread: Depth Test

    by debonair
    Replies
    4
    Views
    760

    I almost forgot that one. Thanks for your inputs.

    I almost forgot that one. Thanks for your inputs.
  22. Thread: Depth Test

    by debonair
    Replies
    4
    Views
    760

    I am trying to figure out the difference in the...

    I am trying to figure out the difference in the performance of painter's algorithm and z-buffer algorithm. In the first one, pipeline is execute till the end for each fragment while for the second...
  23. Replies
    0
    Views
    312

    Use case for resident textures

    I just came across the resident textures but I did not get how to use them. Why do we have this extension, is it for performance improvement? As we can check before using them if they are resident,...
  24. Thread: Depth Test

    by debonair
    Replies
    4
    Views
    760

    Depth Test

    Painters algorithm is inefficient because " It simply paint the background objects first and then paint the near objects over the top of them. This may use a trivial amount of paint on the canvas...
  25. and what about integer textures? when do we need...

    and what about integer textures? when do we need those specifically?
Results 1 to 25 of 206
Page 1 of 9 1 2 3 4