You collect the contour values for a pixel when ever you render the screen (the overhead on the shader is trival but you do need any extra texture buffer). The number of contours if effective...
Type: Posts; User: tonyo_au
You collect the contour values for a pixel when ever you render the screen (the overhead on the shader is trival but you do need any extra texture buffer). The number of contours if effective...
I was wondering if I selected a different subroutine using dynamic subroutines would a change in instruction rate correspond to a better (worse) implementation.
I have started using version 2.2....
A relatively easy way is to write to a buffer the contour level of each pixel based on it's world height value as you render the terrain. Then do an edge detection algorithm on this texture buffer...
Try to find out what driver version you have and change the version to match. Try glGetString(GL_VERSION)
If you want or need to stay with version 1.20, load this down and don't use anything that...
Try changing "in" to "varying" and leave the version the same.
You need to describe a bit more. What sort of map - a terrain, a sensor value map, what are its coordinate system? What exactly is you OpenGL problem. OpenGL can rendering anything you like but you...
You have set your version as 1.2 before "in" was valid. Change your version to 320
A short while ago there was a thread on measuring performance of different shader subroutines.
I have been having a look at nVidia NVPerfKit sdk. It appears to have counters that give the...
Try "OpenGL 4.0 Shading Language Cookbook" e-book
I think you missed my point.
If I have a vertex buffer with
[code
vertex 1 - red
vertex 2 - red
vertex 3 - blue
vertex 4 - blue
[/code]
If I draw this buffer with GL_LINES I will get a red...
If you wish to draw them both with the same shader and a sinlge draw, call put the colour into the vertex structure and pass the colour to the fragment shader. If all the vertices for an object have...
I had this problem on either nVidia or AMD at some point. Now I am just careful to only enable the buffers I intend to write to. I don't know what the spec say.[/COLOR]
A very good idea
Have a read of this
http://www.songho.ca/opengl/gl_transform.html
gluLookAt is just a shorthand to create the view model matrix
try doing
gl_FragColor=vec4(vTextureCoord.xy,0,1This will tell you if the uv values are valid. If this looks ok; then
gl_FragColor=vec4(fragmentColor.rgb,1);This will tell you the texture...
A point on the screen is actually a line in 3D. You are best to do a google on picking in 3D because it is a topic with a lot of solutions all of which have limitations.
If you want a test a value in the shaders it is more normal to just use a uniform that you set.
eg
varying vec2 vTexCoord;
uniform sampler2D myTexture;
uniform vec4 myColour;
void...
You need to translate the origin to the point, apply the rotate then translate the origin back
A-star paths are not really an OpenGL problem I wiould post on a games developer forum.
This is true but it does have a lot of functions that are replacements for OpenGL glu functions that other vector libraries don't have.
OpenGL wont draw anything till you tell it to - you can delay draws using any standard timer function. Timer functions depend on the operating system and programming language you are using not...
glm is the latest extension tool for modern OpenGL; it provides a standard library of matrix and vectors to make code sharing easier hence more and more tutorials are using it. If you don't want to...
You are missing a lot of includes
glut... are in GL/glut.h ; gltLoadTGA is from the SuperBible; I don't know what m3d.. is
Yes, I have found the 80% benefit comes from cutting down OpenGL calls, 20% from everything else; this is why I suggested grouping objects into buffers where possible. The idea is to keep the gpu...
Basically yes.
The key is the key for the hash. std::map has an insert with a key and a data structure pair and a retrieve with a find with key as input.
Here your data will be vertex and the...