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Type: Posts; User: Alphaomega86

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  1. Hey, Yes, you have to "calculate" the normal...

    Hey,

    Yes, you have to "calculate" the normal matrix by your own. But this is really easy.
    The model matrix a 4x4 matrix. All you have to do now is just convert the Model matrix to a simple 3x3...
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    Ok, thank you for your reply, i will search for...

    Ok, thank you for your reply, i will search for this!
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    Deferred Reflection

    Hey,

    one short question: Is it somehow possible to do reflection as a full deferred process? (You know, without using clip planes and a second render pass...)
    for example for a water surface.

    ...
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    I don't know if i understod your question,...

    I don't know if i understod your question, but...i'll try it :D

    you could generate a texture on client side (which means CPU) and pass it to the shader. The texture will just replace the 2D float...
  5. ok, it was a really stupid bug ... When i use...

    ok, it was a really stupid bug ...

    When i use tessellation i've to render my objects using

    glDrawArrays(GL_PATCHES, ...)
    i was so extrem focused on my shader, that i've forgot to change this...
  6. As i can see here, you are still using fixed...

    As i can see here, you are still using fixed function matrix pipeline of OpenGL. Did you set the matrix mode to MODELVIEW?`

    glMatrixMode(GL_MODELVIEW);

    This may fix your problem.
  7. Hallo, first of all, thank you for your reply! ...

    Hallo,
    first of all, thank you for your reply!

    The scene is a bit more complex than just a single triangle ;)

    Only with Vertex and Fragment Shader:
    1206

    With Vertex, Fragment, Tessellation...
  8. Tessellation Shader Generates No Output!

    Hallo,

    i've tried all to generate an output with my tessellation shader. If i add the tessellation evaluation and tessellation control shader to my shader program,
    the model to which i applied...
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    I meant my algorithm.

    I meant my algorithm.
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    You got it :D Ok, with your answer, my...

    You got it :D

    Ok, with your answer, my question is fully answered, thank you very much!
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    Occluded fragments do not go to the rasterization...

    Occluded fragments do not go to the rasterization pass.


    No, i just take the depth texture from the previous render pass, and compare it with the current rendered fragments, so i don't need to...
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    I think the problem is, that you use a three...

    I think the problem is, that you use a three dimensional array. glTexImage2D takes a one dimensional array.



    srand(20312);
    // Clear screen
    for(int i = 0; i < (SCREEN_HEIGHT * SCREEN_WIDTH); i...
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    Fragment shader - Occlusion Culling

    Hey,

    I have a short question about occlusion culling, done with the fragment shader.
    What do you think about the following algorithm:



    Take the previous rendered depth buffer from the scene...
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    You have to update and uniform your mvp matrix...

    You have to update and uniform your mvp matrix before you render an object.
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    As i can see, your problem is really simple! ...

    As i can see, your problem is really simple!

    You have to uniform your depth mvp before every single object rendering pass, because the right position of the rendered object
    is in the model...
  16. Calculating Model-View-Projection Matrix

    Hey,

    i tried to calculate a model-view-projection matrix for my 330 OpenGL shaders, but the matrix won't work at all...
    I googled too, but i didn't find something. Just a small example with the...
  17. Ok, i got it. It was really pretty simple :) It...

    Ok, i got it. It was really pretty simple :)
    It seams to look right:
    1052

    My Vertex Shader:

    #version 120

    varying vec3 position;
    varying vec3 normal;
  18. Ok, i removed the 'GL_DEPTH_ATTACHMENT'. The...

    Ok, i removed the 'GL_DEPTH_ATTACHMENT'.

    The problem is, all i know is, that i need to render the normal data into a framebuffer. But i have no idea if this is a post processing fragment shader,...
  19. Anyone here who can reference me to a normal...

    Anyone here who can reference me to a normal render tutorial?
  20. Thanks for your answer! 1.) I use...

    Thanks for your answer!

    1.) I use "GL_COLOR_ATTACHMENT1" and not "GL_COLOR_ATTACHMENT0". i need "GL_COLOR_ATTACHMENT0" for the color texture.
    2.) I use glDrawBuffers in the following way:
    Pseudo...
  21. How to render normals to texture via FBO?

    Hallo!

    One question. How can i render normals to a texture with a FBO?
    I currently use this code:

    normaltexture = glGenTextures();
    glBindTexture(GL_TEXTURE_2D, normaltexture);...
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    This example uses vertex and fragment shader:...

    This example uses vertex and fragment shader:
    http://fabiensanglard.net/bumpMapping/index.php
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    I got it :) I did not even have to swap...

    I got it :)

    I did not even have to swap between two textures.
    I just copy the screen to the scene texture.



    filters.get(i).filter(scene, depth, normal);
    usePostProcessingTexture(scene);...
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    This was not the problem as i tried. You're...

    This was not the problem as i tried.


    You're right, i read and write the same texture! This might be the problem.
    But, why do i need to swap between two textures?
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    Multiple Post Processing - FBO Bug?

    Hallo

    I implemented a multiple post processing shader support for my game, but now, i have the following bug:
    When i use and render my post processing shaders to the fbo texture, i become some...
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