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Type: Posts; User: glnoob_andre

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    Rigid Body Physics (OpenGL)

    I am trying to build rigid body physics engine. I am using the glm library as my standard math library.
    The problems I am facing are as follows,


    When I calculate torque with respect to force...
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    Here is a video as well....

    Here is a video as well. http://www.youtube.com/watch?v=J9BMKKrrUW4&feature=g-upl
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    Ray Casting and Rotating

    Hi I have written a program to perform a GLSL ray cast. It seems to be working, except when I rotate my model, it doesn't rotate right that is it skews itself and kind of rotates weird and parts of...
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    Okay. If thats the case can you tell me why I a...

    Okay. If thats the case can you tell me why I a black screen when I render the following code.

    Please see this link for the code....
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    FBO Textures

    What is the right way of passing an FBO texture for use in another FBO?
  6. Problems with passing FBO texture to GLSL shader. Please help

    Hi, in the code below, I am trying to create two separate FBO textures, and then pass them to a third FBO where I use them as samplers for my GLSL frag shader. I am getting a black screen. I have...
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    This is the method I call for setting my...

    This is the method I call for setting my uniforms.

    void Utilities::setUniform(const char* name, int value)
    {
    GLuint program;
    glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*) &program);
    ...
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    Okay I have narrowed down the problem to...

    Okay I have narrowed down the problem to something to do with my frame buffer object, glActiveTexture(). When I use ActiveTexture(), texture does not get rendered. Here's the code I use to render. I...
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    GLSL Volume Rendering, with Ray Casting

    I am building an application for volume rendering, with the help of GLSL raycasting.
    I am getting the start and end points of a ray with the help of a GLSL shader and storing the vertices in their...
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    Texture 2D

    Can someone please tell me how to use the "float bias" in the following syntax,

    texture2D(sampler2D sampler, vec2 coord[,float bias])

    Thank you.
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    Camera focal length

    How do you find the focal length of a camera in opengl, that is from the eye to the focal point.

    Thank you.
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    Re: Using Shaders with .obj files

    i figured tht was the problem. Am using a c++ obj parser from here http://www.kixor.net/dev/objloader/

    The drawing is done by drawing the vertices for each face.

    Is there another way i can load...
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    Using Shaders with .obj files

    Hey i am trying to apply a toon shader to a .obj file. But when i load and draw the .obj file, and use the shader, all that happens is tht the model gets drawn with the color specified in the shader,...
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    Re: Center Of Mass Rigid Body

    Am trying to do it on my own, am not using any engine. Just a vector and matrix class with OpenGL
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    Center Of Mass Rigid Body

    Does anyone know how to calculate the center of mass of a given rigid body. I need the center of mass for collision detection. I have a set of rigid bodies with the same vertices in body space but...
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    3D math lib

    Anyone know of a good math library that performs matrix and vector manipulations. I tried vmath and glm, but both are giving me issues on VS2010. If someone could help me, it would be deeply...
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    Re: Particle Plane Collision

    Not really, I just needed a little bit of help, a push you might say. Am sure when you were in your earlier stages you needed someone to help. So don't put your two penny's worth if you are not...
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    Re: Particle Plane Collision

    Just for my sake i have done it that way, i find it easier to manipulate the data like that. How do i find out which side of the plane the particle is on??

    Yes this is an assignment its the last...
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    Re: Particle Plane Collision

    void CalculatePlaneNormal(){
    tVector3 vert1(-12,-6.5,-12);
    tVector3 vert2(12,-6.5,-12);
    tVector3 vert3(12,-6.5,12);
    tVector3 vert4(-12,-6.5,12);
    float Qx,Qy,Qz,Px,Py,Pz;;

    Qx = vert2.x -...
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    Re: Particle Plane Collision

    If i cannot generate the points, how do i use the above formula for calculating a collision since i need to process the point on the plane, or would it be the same if the value of P in the formula...
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    Re: Particle Plane Collision

    And how do i generate every single point on that plane with the above co-ordinates, as i need to substitute it in the given formula. (X-P).N, given X the position of the particle, P the position of a...
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    Re: Particle Plane Collision

    Ok
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    Re: Particle Plane Collision

    Yeah how would i compute the normal given the above points.
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    Particle Plane Collision

    Am writing a function to detect particle collision on a given plane, with the help of the normal of each point on the plane. I wanted to know how i can calculate the normal for each point on the...
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    Particle Plane Collision

    Am writing a function to detect particle collision on a given plane, with the help of the normal of each point on the plane. I wanted to know how i can calculate the normal for each point on the...
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