This is what got me started:
Type: Posts; User: tmason
This is what got me started:
I am glad I sign in every so often just to read the boards...
Every once in a while gems like this pops up.
Thanks again, mhagain, you are indeed a OpenGL guru...
Thanks. From what I have been gathering on the internet they are functionally the same.
My curiosity stems from the fact that one may be faster than the other; it seems that once you have a...
I have a quick question I am curious about.
I am used to using the combination of glClearColor + glClear to clear the color/depth buffers.
However I found another function,...
Thanks to everyone for all of your help.
Yep, I feel like a dufus now.
Changed the code to what is shown below based on what you suggested and it worked:
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...
Here is the code for what is being sent to the GPU:
Good point; here you go:
And the fragment shader code that produces the above:
finalColor = vec4(TextureCoordinates, 0.0,...
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...
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...
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...
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:
I tried the different parameters for glTexParameter as specified here but I get the same results.
Thank you for the suggestion...
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...
Thanks so much; I will try this out.
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...
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...
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...
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.
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...
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...
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
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...
Thank you so much for the help!