Is there any way to create and draw bigger texture than MAX_TEXTURE_SIZE to screen?
Type: Posts; User: hockeyman
Is there any way to create and draw bigger texture than MAX_TEXTURE_SIZE to screen?
That would be OK, if I could find some way how to set one glBlendEquation for same mouseDown/mouseDragged event and other for quads that have been drawn earlier. If I would draw everything to...
I will explain outcome that I want.
So, user presses and drags mouse (draws). It acts like that:
mouseDown and mouseDragged events is being executed. Their coordinates are written to...
So now I use
glBlendEquationSeparate(GL_FUNC_ADD, GL_MIN);
and it works fine with the circumstances I described above. But the continue of question would sound like that:
My vertex-array...
Thank you. That helped me allot. :)
Now it works like that:
Draw vertices array to framebuffer (framebuffer contents is black color, drawable quads (from vertices array) has white textures with various alpha values)
If in same...
I have code:
glLoadIdentity();
visibleRect = [self visibleRect];
glViewport(0, 0, NSWidth(visibleRect), NSHeight(visibleRect));
glMatrixMode(GL_PROJECTION);
...
I have app for image editing. Everything related to image or it's editing is done via OpenGL. I implemented zooming method. To achieve zooming effect I'm using glTranslatef. I draw everything 5 times...
I have met the problem while drawing textured quad (texture is from image) with openGL on GeForce 7300. It redraws not correctly.
For example I have image (825x825):
893
I redraw (How it is...
It works like that:
Read image (create NSImage from image url)
Create NSBitmapImageRep from NSImage
Copy NSBitmapImageRep, and create CIImage from that
Apply CIFilter on CIImage to get...
I have app, that opens image and redraws it with opengl as textured quad. This app works fine on iMac with AMD Radeon HD 6750M but when I launch this app on iMac with nVidia GeForce 7300 some images...
I almost figured it out. But not fully. Right now I already have code:
visibleRect = [self visibleRect];
glViewport(0, 0, someWidth, someHeight);
glMatrixMode(GL_PROJECTION);
...
I have implemented zoom method for my NSOpenGLView. NSOpenGLView frame size depends on zoom value (height and width values are being calculated by including zoom value). And if user zooms-in and...
I have painting app. Mouse event coordinates are stored to VertexArray. Then vertex array is being drawn to screen. My code structure looks like this
// I get mouse event coordinates and store...
Some visualization (lets say that white color is transparent part, and my mask is black quad with transparent circle in it):
Now when I render my brushstroke to FBO i get something like that:
853...
I use glFrustum because I need perspective projection. I mean, I need that objects that are more far away to become smaller. Thank you for answer. I will try it just right now and give feedback :)
...
So I need to draw transparent brush strokes to OpenGL texture, to use it as mask later on. I have brush image (black square with transparent circle). And I need to draw brush stroke of that...
Thank you very much for help. 2nd way looks very nice. I'll try to implement it. :)
glDisable(GL_DEPTH_TEST) and glDepthMask(GL_FALSE) is alredy used in my code. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) and glColor4f(1.0, 1.0, 1.0, 1.0) gives no difference. My...
I'm using glFrustum projection, and I have implemented zoom method by using glTranslatef. Now it zooms, but zooms to left bottom corner of my view. How can I make it to zoom to center of my view?
I have brush tool. It draws vertices from vertex array. And I need to set multiple setting for them. Like for example texture1 for first 10 vertices, texture2 for next 15 vertices and texture3 for...
I have made some progress. Now my frambuffer code looks like this:
-(void)initFBO {
glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);...
I tried both suggested solutions. My app firstly opens without any texture (image). And then user drags image on my app window, then texture is being created and textured quad is being drawn so that...
I am trying to start using framebuffers in my app. I fallowed Apple tutorial Using a Framebuffer Object as a Texture. And my code looks like this:
Somewhere in header file:
GLuint...
I got some info that I should use shaders. And it was said to me that this code should help me out:
uniform sampler2D backTex,maskTex,foreText;
void main()
{
float mask;
vec4...