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Type: Posts; User: miujin

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  1. Replies
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    Thank you for the help. I have the book Real Time...

    Thank you for the help. I have the book Real Time Volume Graphics.
    I've found the problem and my code is correct. During the initialization of FBO I have set the wrong DepthComponentent.

    Know...
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    Backface Rendering

    Hello,

    I write a Volume Renderer and want to implement Empty Space Leaping for a better performance. I have seperate my volume in several minivolumes where my visible parts are. Now I have many...
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    Picking with OpenGL ES 2.0

    Hi,

    i try to implement a coordinate picking function with OpenGL ES 2.0.
    I cannot implement the two versions i've implemented in my desktop version.

    Version 1 is to render every triangle in a...
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    alpha blending of multiple render targets

    Hi,

    I use Multiple Render Targets to render my Framebuffer and my Pickingbuffer at the same time. Now I want to implement alpha blending in the Framebuffer. The problem is, when I activate the...
  5. Re: how to create an attribute array for primitves

    What I want is to have some information about every triangle in the fragment shader, but furthermore I want to use indexed drawing.

    Now I have a way how it works, but not perfect. I use the...
  6. Re: how to create an attribute array for primitves

    Ok with the 64 kB the UBO is not so good. I visualize models with millions of triangles and so the UBO is to small. Implement a geometry shader would also be a option, but at the moment I have no...
  7. how to create an attribute array for primitves

    Hello,

    I use VBOs with an element array and Shader to render my data. In the fragment shader I want to have access to an array which stores information for every primitive (visible, selected,...
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    problem with bit shifting

    Hi,
    I have a problem with some bit shifting in the shader. I'm trying to convert the gl_PrimitiveID in vec4 for using it as a color. But the result is not that what I'm expact. The object is...
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    Re: High Poly Object rendered very slow

    Now I implement an algorithm to delete duplicate vertices and create a IndexBuffer and the program runs really fast. But know my picking doesn't work anymore. I'm using color picking and so I have to...
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    Re: High Poly Object rendered very slow

    Thank you for the answer.
    So the problem is the structure of my VBOs, which I've assumed, too. So I know try to optimize the structure and tell you if the result.
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    Re: High Poly Object rendered very slow

    When I disable the shader, the program runs a little bit faster, but nut fast enough. The scene is still jerking.
    For testing I'm using some smaller meshes (40.000-400.000 triangles) and there the...
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    Re: High Poly Object rendered very slow

    ???
    Did you mean, that I have to set the vertex, normal etc. after

    GL.BindBuffer(BufferTarget.ArrayBuffer, vbo.V_ID);

    in the DrawVBO method?

    I set the all the pointer after creating the...
  13. Replies
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    Re: High Poly Object rendered very slow

    Because I want that every VBO can use different attrib arrays, for example one VBO use only Vertex and Color Array and another uses NormalArray (I don't put that to the code, because that would make...
  14. Replies
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    Re: High Poly Object rendered very slow

    At the moment i work with a 1 280 000 triangle mesh. My program render it with 1-2 fps, Meshlab is rendering it with 7.5 fps.

    Here you have the important parts of my code:
    code

    And here my...
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    Re: High Poly Object rendered very slow

    I've read the article.

    When I reduce the size of the window there is no performance boost.

    I know that 2 million triangles are a lot, but I can display the object with programs like Geomagic in...
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    7,059

    High Poly Object rendered very slow

    Hi,

    I try to write a viewer for 3D scan data, but when I load a high-resolution scan, it's very slow.

    I'm using one VBO for the complete scan, one FBO with multiple render targets (2 at the...
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    Re: MRT with different background color

    Thank you for the quick answer, that's exactly the functions which I've searched.

    But the next problem is, that there is a problem with the entry point in the DLL. But that's not a problem for...
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    MRT with different background color

    Hi,

    I work with Multiple Render Targets and I want to render every render target with another background color. But every texture has the same background color (which I've set with glClearColor)....
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    FBO attachments with different shaders

    Hi,
    I have to develop a visualization toolkit and know I search the best way to implement.
    My idea is to take a FBO and render all the needed scenes (the main scene, depth map, normal map, color...
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    1,415

    Re: Render DepthMap with FBOs

    I can render the DepthMap.
    But the DepthMap is very bad, it seems to be a constant gray value. Can I set some properties for the DepthMap so that the gray values will be more different?

    If I...
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    Render DepthMap with FBOs

    Hi,
    I want to render the DepthMap with FBOs, but when I render the scene, the result is a texture with the background color and the texture of the ColorAttachement0 is darker than the real image....
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