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Type: Posts; User: cherryyosh

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  1. Re: getting the inverse modelview projection matrix

    well here is what I have.. maybe you can tell me whats wrong..

    getting the light values



    void RenderShadows(){
    float tmp[16];
    //for( int i = 0; i < NUMLIGHTS; i++ ){
    ...
  2. Re: getting the inverse modelview projection matrix

    so if I understand you right it would be
    projection[camera] * modelview[camera] * inverse( projection[light] * modelview[light] ) right??

    edit: That did not seem to work right...looks as if it...
  3. getting the inverse modelview projection matrix

    Hi,
    So this is a stupid question but I cant seem to get it right.
    I am trying to draw a light's frustum by drawing a unit cube (-1, -1, -1 ) -> (1,1,1) yet I cant seem to get the matrix right.
    I...
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    Re: Shadow Texture not smooth

    The gpu should use the highest precision possible already...
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    Re: Shadow Texture not smooth

    So its not letting me edit my last post, but heres what I have now, and the error still exist.

    Depht map, GL_DEPTH_COMPONENT, GL_LINEAR, GL_FLOAT (not erroring now, so idk..)
    vsm_tex (stores the...
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    Re: Shadow Texture not smooth

    How do I go about doing this in a shader??
    EDIT: also just switched everything to GL_UNSIGNED_BYTE with GL_LINEAR, and the same thing happens
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    Re: Shadow Texture not smooth

    I am using gl_NEAREST right now, I cannot use anything else due to the fact that im using GL_FLOAT (32F) so they do not support hardware filtering for speed.
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    Shadow Texture not smooth

    Hey guys, I had this problem before and managed to solve it however doing the same steps I cannot solve it this time, so I ask you again if you have any idea why these textures are not coming out...
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    Re: GLSL Shadow Map code sample.

    nevermind lol
  10. Replies
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    Re: GLSL Shadow Map code sample.

    Oh man, just got my bug fixed with my shadow maps. Looking to implement VSM's so that tut will be GREAT. thanks a lot!
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    Re: Error with shadow maps

    Worked great. Got that error fixed. Its producint REALLY hard shadows right now, that are aliased even at higher resoultions (1024x1024 when the normal screen is 640x480 ) but I'll fix / work on this...
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    Re: Error with shadow maps

    Gah still stuck with this error.. -___- any other ideas?
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    Re: Error with shadow maps

    changed from GL_CLAMP to GL_CLAMP_TO_BORDER and now I have this.

    http://i19.photobucket.com/albums/b182/valeranth/Games/error2.png

    looks pretty good, I believe the multiple levels of...
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    Re: Error with shadow maps

    not sure if I got the projection inverse right, I took the projection matrix muled it by the modelview, grab that matrix and inversed it.
    if this is right then the unit cube is off
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    Re: Error with shadow maps

    I am sorry, and probably seem dumb, but I really dont understand much of what you guys are saying lol.
    I have viewed the shadow map and it is coming out right, also moveing the camera near the...
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    Re: Error with shadow maps

    Sorry I dont get what you mean.
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    Error with shadow maps

    Hey guys,
    so im looking to implement cascading shadow maps, thought I am currently doing a very basic single map method (my first time doing shadows ) and have come across a error I cant fix.

    ...
  18. Re: Which shading method for deferred rendering

    Thanks, Ill check out nvidia's CSM stuff, just read the gpu gems 3 article on PSSM's..
    Thanks for the help
  19. Re: Which shading method for deferred rendering

    I was looking at CSM's (btw is there anything different between CMS's and PSSM's? they seem the same )
    I've also heard it is possible to combine VSM's and PSSM's to create something called PSVSM. I...
  20. Re: Which shading method for deferred rendering

    Sorry I did mean shadowing both times. Thanks for the information, Im suprized that there is not one stand out method of shadows for deferred shading thought.. Anyways I think im going to look itno...
  21. Which shading method for deferred rendering

    Hi,
    I have a simple and small question, just woundering what method of shading would be best suited for deffered rendering. Also could someone provie me with a link to the pro's and con's of each...
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    Re: (gl_ModelViewMatrix * gl_Vertex).z is 0??

    äh of course. The default in OpenGL is, that you look along the negative Z-Axis. So normly z-Valus are between 0 and -1.[/QUOTE]

    Hah, you know, as soon as you hear it - it makes so much since......
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    Re: GLSL linker error log empty

    Honestly I cant say.I've never made a shader loader from a string, rather I just load them from files, and nothing stands out besides your use of ARB (if you can use 2.1 and glsl 1.2 then you dont...
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    Re: GLSL linker info log garbled

    It seems like it is a simple overflow to me, but I didnt really read much of the code.. try adding a null terminator '\0' to the end, I had to do this to stop such a error in one of my parsers...
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    Re: (gl_ModelViewMatrix * gl_Vertex).z is 0??

    How exactly do i check this? Also how do these become corrupt? Didnt know it was possible.
    EDIT: Just did a more extensive test, and it appers the value is always <0.0 and not == 0.0..
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