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    So I'd need a sampler for each active texture and...

    So I'd need a sampler for each active texture and pass the attribute from vertex to the frag shader... Just do if attrib equals 1 use sample1 .... Is this what you mean? Seems like a weird solution....
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    GLSL 330 multi texturing per vertex.

    I'm back again finally after learning more about glsl 3.3/opengl 3.3 and I've been trying to get my multi texturing to work with little success so far.

    This just draws a quad with a single...
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    Ugh, shaders... I was hoping to avoid them for a...

    Ugh, shaders... I was hoping to avoid them for a while but I guess I'll have to try and break into them. If I move onto shader programming do you think it'd be worth while to just switch to opengl...
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    Multi texturing question.

    I'm not sure exactly what would be the best or at least a good way to do multi texturing just yet so I figured I'd ask some advice.

    It seems like the most obvious choice would be glActiveTexture...
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    PNG is what i plan to use because its small and...

    PNG is what i plan to use because its small and still looks good. Working on multi texturing the terrian now.
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    I haven't got it working on the heightmap yet but...

    I haven't got it working on the heightmap yet but in my small test that I setup it's showing a texture now though the color seems inverted somehow. I'm sure it's cause I'm using a BMP but I'm having...
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    Ah, i didn't see that in the docs. I'm using...

    Ah, i didn't see that in the docs.

    I'm using vs 2010 and I don't have auto complete if its possible
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    I have that replaced now but sadly still not...

    I have that replaced now but sadly still not working right. :( hmmmm
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    Yeah, that was just a small test my code does...

    Yeah, that was just a small test my code does have normals for the terrain but I've still not managed to get this working. If you have time would you please draw a 3x3 grid and show me how you would...
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    I had a glGenBuffers access violation and it took...

    I had a glGenBuffers access violation and it took me days to figure out that my whole issue was I needed to call glewInit() after I created the window. I'm using sdl to handle windows for me since...
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    Unbinding the buffer before the client state...

    Unbinding the buffer before the client state disable didn't change the outcome. I've tried a lot of different things but I'm lost as to why this isn't working.
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    I understand what they are but when dealing with...

    I understand what they are but when dealing with so many vertice its a bit confusing at first. I'm pretty sure the way I have the texture coords now will work after I get the correct way to draw it...
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    Does this look about right to you guys? I'm...

    Does this look about right to you guys? I'm displaying this to the screen with a grass texture now but the texture just shows up as a off green color.

    //vertex + texture coordinate array
    float...
  14. Unhandless access violation with glTexImage2D

    edit: I got this working with the code below... although I'd still really like to know why the other doesn't work...

    unsigned int loadTexture(const char* name)
    {
    SDL_Surface* img =...
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    generating texture coordinates

    I'm having problem figuring out how to generate texture coordinates because all the texture info I find on opengl tends to be a single quad with 0.1, 1.1, 1.0, 0.0... Which is not hard to understand...
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    Calculating normals for heightmap

    Edit: I have this solved now. :) If anyone is interested...
    vector3d class or more or less float x, y, z with a few functions to help deal with vectors... which are hard to understand but I found a...
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    I ended up using glDrawElements and a index......

    I ended up using glDrawElements and a index... seems like a better idea in the end to me.
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    Edit: The loaders takes about 2 seconds to load...

    Edit: The loaders takes about 2 seconds to load in release mode, I guess that's ok.



    I've got several of the functions made in a vector class but what's giving me more trouble is something a...
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    It is in debug build so maybe that's part of...

    It is in debug build so maybe that's part of it... I'll look into reading the file directly but that'll be a new one for me lol.

    ...trying to compute normals is a pain.
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    I'm got it down to about 15 seconds to fully load...

    I'm got it down to about 15 seconds to fully load the height map. Any other ideas how I could possibly improve it's speed?

    On a side note the speed seemed to be the same using SDL_GetRGB or the...
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    Ah yes I had ment to combine them loop and forgot...

    Ah yes I had ment to combine them loop and forgot before I posted this. I will look into the .reserve. I've never used it but seems simple enough... Although after I combine the loop it will only use...
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    How can I make my height maps load quicker.

    I've got my heightMapLoad function working the way I want it side from how fast it is. As of now it takes around 30 seconds to load a 2048x2048 greyscale image. Any tips as to how I could improve the...
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    glDrawElements seems to displaying triangles I can count for.

    EDIT: This is solved... when I used a smaller height map the problem was more obvious and the indexing was wrong.
    The solution if anyone wants to know.

    for(int z = 0; z < img->h-1; z++)
    {...
  24. What exactly do you mean by "packed" for data?...

    What exactly do you mean by "packed" for data? Just removing all duplicate vertex?

    edit:I'm starting from the bottom again and I can make glDrawElements work perfectly fine using this index and...
  25. I see, so I just fill my data with complete...

    I see, so I just fill my data with complete triangles then i can just pass 0,1,2,3,4... As my index and it will work with glDrawElements.

    Just to make sure I'm right, the index is just a single...
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