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Type: Posts; User: tmason

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  1. Thanks to everyone for all of your help.

    Thanks to everyone for all of your help.
  2. 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);
    ...
  3. 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...
  4. 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,...
  5. 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,...
  6. 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...
  7. 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...
  8. 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...
  9. 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:



    ...
  10. 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...
  11. 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...
  12. Thanks so much; I will try this out.

    Thanks so much; I will try this out.
  13. 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...
  14. 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...
  15. 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...
  16. Request for Advice - Optimizing My Drawing Calls...

    Hello,

    Folks here have given excellent advice before, I thought I would give this another try.

    I have the code below which works but I believe I can do a better job of rendering.

    Essentially...
  17. Replies
    1
    Views
    524

    Simple Rotation Question...

    Hello,

    Thanks to various members of the forum here I am 90% there. Thank you.

    I am just trying to resolve one last bit and I hope someone can point me to any easy errors I am making but not...
  18. Replies
    1
    Views
    509

    Using the ARB_multi_draw_indirect command

    Hello,

    Has anyone used the "ARB_multi_draw_indirect" command? Apparently it is supposed to make drawing much faster depending on the situation but I don't know how to use it.

    My drawing code is...
  19. Hello to All, So I completely resolved the...

    Hello to All,

    So I completely resolved the problem down to a simple issue of getting the correct rotation.

    I think a video explains it best: http://tinypic.com/player.php?v=nyi7g2%3E&s=8

    The...
  20. Combining(?) Quaterions Accurately from Keyboard/Mouse and other sources ...

    Hello,

    I would like to combine mouse and keyboard inputs with the Oculus Rift to create a smooth experience for the user. The goals are:


    Positional movement 100% controlled by the keyboard...
  21. Thank you so much for the help! Success: ...

    Thank you so much for the help!

    Success:

    http://s27.postimg.org/hpdzptgc3/Line_Smoothing_Success.png
  22. Thank you for the information. I will give this a...

    Thank you for the information. I will give this a shot.
  23. Thank you for your quick reply. Is there a...

    Thank you for your quick reply.

    Is there a quick way to do anti-aliasing on a texture attached to a framebuffer?

    I have the following texture/framebuffer setup which my application renders to...
  24. Request for Advise - Smoothing Line Edges and Otherwise improving Quality ...

    Hello,

    So I finally got my project on the Oculus Rift! It was a good feeling but now it's a matter of drastically improving display quality.

    One of the most striking things I have noticed is...
  25. Fixed, I was using the wrong numbers/variables...

    Fixed, I was using the wrong numbers/variables for glVertexAttribPointer...
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