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  1. Replies
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    Re: Please help gl_fragcoord to world coordinates

    :D


    Please help me to understand this explanation about gl_FragCoord
    opengl.org/sdk/docs/manglsl/xhtml/gl_FragCoord.xml
    This article even doesn't state what the glFragCoord range is. I thought...
  2. Some trick to see values in GLSL(debugging) ?

    Hi

    I wonder if is there some way to see what is the the specific calculated or read variable value inside GLSL function?
    How do you usually deal with debugging more sophisticated shaders?

    ...
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    Re: Please help gl_fragcoord to world coordinates

    Thanks a lot!
    It will take me a while now to "digest" it and fix and test my code.
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    Re: Please help gl_fragcoord to world coordinates

    Thanks!

    But my problem is that I can't use vertex coordinate since it's different resolution.
    I'm trying to do per pixel shader for each pixel.

    I'm trying to use Alfonse's tutorial (which is...
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    Please help gl_fragcoord to world coordinates

    Hi ,

    How can I convert in fragment shader each pixel from gl_fragcoord x,y,z respectively to my "3d space world coordinates" x,y,z ?

    Thanks a lot in advance
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    Silly ques. about GLSL texture function

    Hi

    Please , could someone tell me what means adding ".xyz" to the vector returned by texture function?
    I'm trying to understand some shader and why and when to do this. We assume that myTexture...
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    Re: Icon drawing in 3d

    Hi
    Sorry for bringing it up again.
    But now I copied the code to another project where my metric space is relatively large[-2500,2500] and when I do rendering it doesnt work anymore. I can't see the...
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    Please explain glVertex4fv(...)

    Hi

    I'm trying to understand how works glVertex4fv(...)?
    I couldnt find much info about it.
    When w is not 1 how does it work?
    When is typical case to use glVertex4fv(excepting my icon example...
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    Re: Icon drawing in 3d

    Yes, MANY THANKS to Ilian. Sorry for late update. It solved my problem and seems like I'll use this approach a lot.
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    Re: Binding several buffers simultaneously?

    Thank you for you pointing it out about glIndexPointer(GL_UNSIGNED_INT,0,pIndexes)! I really misinterpreted it and it's removed now,but it luckily didnt do any harm so far.

    My problem is solved -...
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    Re: Binding several buffers simultaneously?

    Creating PBO



    glPixelStorei(GL_UNPACK_ALIGNMENT,1);
    glGenTextures(1, &TextureId);
    glBindTexture(GL_TEXTURE_2D, TextureId));

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,...
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    Binding several buffers simultaneously?

    Hi

    I'm drawing terrain using vertex arrays and texture is stored in PBO and everything works fine. Problem is when I store vertex data in VBO.
    I suspect that problem that I need 2 buffers to be...
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    Icon drawing in 3d

    Hi

    I'm drawing some 2d icons in 3d game using billboarding(they should always face the camera). They purpose is to sign specific places in the scene.
    How can I keep icon(image ) sizes small and...
  14. Re: Advice needed - regular texturing vs. pixel shader

    Thank you so much. I will go with your suggestion.
    My application requires cards with GL 3.x
  15. Advice needed - regular texturing vs. pixel shader

    Hi

    I need to texture around 100-200 polygons with 10-15 different not large textures (around 100x100 pixels)

    I wonder should I do it in regular way or to do it with shaders? Does it makes...
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    Re: Newbie questions on terrain per pixel shading

    Thanks a lot! At this stage my needs are very basic - shaded textured terrain with good performance.
    I read a lot of theory last few days and I feel a bit shaky how to put all of this togeher, but...
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    Newbie questions on terrain per pixel shading

    Hi

    Terrain rendering is implemented using quadtrees.

    1.What is the best way to pass the normal map to a pixel shader in terrain per pixel shading (TBO, texture, other)?
    2.Should something with...
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