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Type: Posts; User: mobeen

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  1. Replies
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    You should move the buffer object binding call...

    You should move the buffer object binding call after the vao binding call i.e



    GLuint myvbo; glGenBuffers(1, &myvbo);
    //commented this to go after the VAO binding
    // ...
  2. Replies
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    1,102

    Hi, You are not dividing the shadow coords by w....

    Hi,
    You are not dividing the shadow coords by w. The varable d in you fragment shader code should use the z shadowmap texture coordinate after homogeneous division (divide by w) i.e.


    vec tmp =...
  3. Replies
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    1,235

    I assume you are trying to do object order empty...

    I assume you are trying to do object order empty space skipping for multi pass ray casting. If that is the case, for the front face texture, you can just cull back faces of all cubes and render the...
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    You would have to distribute the texture...

    You would have to distribute the texture coordinates between the points based on their position.
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    Hi, I think this call ...

    Hi,
    I think this call



    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*loadedModel.textures.size(), &(loadedModel.positions[0]), GL_STATIC_DRAW);

    should be this
  6. Replies
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    1,522

    This is not how u draw pictures. You are...

    This is not how u draw pictures. You are contiuously allocating texture for each rain particle.

    What I suggest u do first is render a simple full screen quad with the texture on it.
    Try something...
  7. Replies
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    1,522

    I suggest u remove these calls ...

    I suggest u remove these calls


    Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE);
    // Set Blending Mode
    Gl.glEnable(Gl.GL_BLEND);
    Gl.glEnable(Gl.GL_TEXTURE_GEN_S); ...
  8. Replies
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    1,517

    OK here is the link to a more modern shadow...

    OK here is the link to a more modern shadow mapping implementation from chapter 7 of the book OpenGL 4 shading language cookbook
    https://github.com/daw42/glslcookbook/tree/master/chapter07
  9. Replies
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    I was writing my reply when you edited your post...

    I was writing my reply when you edited your post that caused the color codes all over the place. And one liner is not that difficult to read when using code tag.

    How about you keep a constant...
  10. Looks like spam to me rather than a question

    Looks like spam to me rather than a question
  11. Replies
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    831

    I am not sure if this helps but currently both...

    I am not sure if this helps but currently both your variables are integers in the second parameter here
    gluPerspective(45.0f, (float)(width/height), 0.1f, 100.0f);
    You should instead cast one of...
  12. Replies
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    1,491

    Hi, I have not seens the whole code but just a...

    Hi,
    I have not seens the whole code but just a first few lines and I find that probably ur transformation sequence is wrong.
    Usually for a matrix library doing post multiplication (right handed...
  13. Replies
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    1,517

    Have u googled for something? The first 2 hits...

    Have u googled for something?
    The first 2 hits gave me these which show u everything u need.

    http://www.fabiensanglard.net/shadowmapping/index.php...
  14. Replies
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    2,902

    Hi, PS: You can use [ code ][/ code] tags to...

    Hi,
    PS: You can use [ code ][/ code] tags to insert code snippets instead of the quote tag.

    Back to your answer. You can do something along these lines to render a grid.


    void...
  15. Replies
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    1,571

    Hi, OpenGL fixed function pipeline calculates...

    Hi,
    OpenGL fixed function pipeline calculates lighting per-vertex and for the example mesh you have only 4 vertices. May be your spot light is having some effect on the center of the mesh but...
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    I think steps refers to the number of quads in 1...

    I think steps refers to the number of quads in 1 dimentions. steps * steps is the total number of quads in 2 dimensions. Since each quad has 2 triangles hence the multiplication by 2
  17. Replies
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    Use texture arrays...

    Use texture arrays
  18. Could you show us the application code where you...

    Could you show us the application code where you pass the texture uniforms to the shader. I suspect all of the shader samplers are referring to a single texture unit. I may be wrong though but you...
  19. Replies
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    You can also try adding this before glewInit ...

    You can also try adding this before glewInit


    glewExperimental = GL_TRUE;
    GLenum err = glewInit();

    see if this helps.
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    Perhaps you might be looking to blend the two...

    Perhaps you might be looking to blend the two colours linearly in which case you should do this


    gl_FragColor = mix(wave1, wave2, 0.5);
  21. Replies
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    I would suggest using render to texture with FBO...

    I would suggest using render to texture with FBO having two attachments with ping pong technique. While u draw to one you read from another. At each render, you swap the read/write pathways. Google...
  22. Replies
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    The diffuse component should be dot(N,L) i.e eye...

    The diffuse component should be dot(N,L) i.e eye space vertex normal with eye space light vector (vector from lightpos to vertex position in eye space) So you should change this line


    float...
  23. Replies
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    For us to be of any help, you need to show us...

    For us to be of any help, you need to show us your code.
  24. Replies
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    Search for existing or similar threads on the...

    Search for existing or similar threads on the forum for e.g. a simple search on opengl forums returned this ...
  25. Replies
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    Probably it is due to linear filtering. Try using...

    Probably it is due to linear filtering. Try using nearest filtering or better mipmaps to see if that helps.
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