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Type: Posts; User: m3xican

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  1. Re: order independent transformations for 2D framework

    hey NeuroFuzzy, basically your code is doing the same as the code in my last post, good to know that :)
  2. Re: order independent transformations for 2D framework

    Thinking about it, I realized there's no need for a begin/end construct because the update of the modelview matrix could happen just before the rendering, if needed.

    Now my Render() function looks...
  3. order independent transformations for 2D framework

    I'm working on a 2D framework based on OpenGL ES 2 and I was wondering what's the best way to manage transformations on a quad.

    Every quad is using a 4x4 modelview matrix to control the...
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    Re: Draw objects at the same position

    I suppose it's a z-fighting problem.

    This webpage and a google search should help you.
  5. Thread: suggestions

    by m3xican
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    Re: suggestions

    Hi Lilly,

    you could download and play with the latest release of my simple terrain engine (well, it's more a demo than an engine... :p but you need something simple ;) ).

    The code is not...
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    Re: textures and colors

    Thank you guys.

    I know it's not a real problem, I used that word because it's not the behavior I need, but I know this is the usual way for OpenGL, and now I'm sure I'm doing well with that.
    ...
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    textures and colors

    Hi,

    When I enable texturing (glEnable(GL_TEXTURE_2D), for example), colors of all the graphic primitives (points, lines, triangles, etc...) are affected by the latest bound texture, even if I...
  8. Thread: perlin noise

    by m3xican
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    Re: perlin noise

    I've found the answer to my question in this glossary .

    I've implemented that code with a GLSL fragment shader, it works fine using 4 or more octaves (I'm not really happy of results with 1 or 2...
  9. Thread: perlin noise

    by m3xican
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    1,748

    perlin noise

    Does the algorithm described in this web page generate a real Perlin Noise or it's just a good approximation?
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    Re: fp texture normalization

    That looks a very good idea!

    Do you have any example code/reference about MipMap textures, GLSL shaders and FBO?

    I have some doubts about using MipMap textures and FBO with a fragment shader...
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    fp texture normalization

    Hi,

    I need to normalize a floating point texture to the range [0.0, 1.0].

    The technique I'm using is the following (more info in this post from my blog):
    dump the texture data into a fp...
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    Re: FS performance question

    Are you talking about EXT_timer_query ?
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    Re: FS performance question

    I know, so I'm asking how did u say that :)

    However my timing code is something like this:


    glFinish();
    t1 = SDL_GetTicks();

    for(int i = 0; i < num_it; i++)
    {
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    Re: FS performance question

    I'm working on a GPGPU program, so I use 2 textures to read/write data, this is the reason why I talked about texture size in my previous post.

    P.S.
    I forgot to thank Zengar for his reply ;)
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    Re: FS performance question

    Why not?

    You don't know what my GL/GLSL code does nor the screen/texture size, how can you say that? :confused:
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    FS performance question

    I'm working on a Fragment Shader and I get a strange result about the execution times.

    I have this line of code:

    float var = (inc / 2.0) + (cos(disp * 3.14) * inc / 2.0);
    now, if I pass inc...
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    Re: help texture mapping

    hi,

    I don't totally understand your problem, but I think that this post and maybe this other one from my blog could help you.
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    Re: texture upload.

    My bad, I've misunderstood the question.
    ARB_texture_float and other similar extensions are the right solution.

    Sorry for the wrong answer :P
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    Re: dephtbuffer on render-to-texture using FBO

    this article: OpenGL FrameBuffer Object 101 should be a good reference.
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    Re: texture upload.

    ARB_texture_rectangle could be a good solution, and it's available from OpenGL 1.1
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    Re: Texture mapping

    So this means that the texture is stored bottom to top (bottom-left texel of the texture corresponds to top-left pixel of the image), doesn't it?
    This explains everything...

    Well, this is really...
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    Re: Texture mapping

    maybe I'm misunderstanding something about textures...

    This is my image:
    http://www.uploadgeek.com/thumbs/2/tex_512.png

    This is the full code:
    http://rafb.net/p/1MkdVI40.html

    According...
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    Texture mapping

    All I want to do is drawing a GL_QUAD with a texture on it, but there's something I can't understand...

    this is my init code:


    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0,...
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    Re: problem with texture look up

    FY :confused:

    Thank you for the suggestion, but I get the same result using GL_CLAMP and GL_CLAMP_TO_EDGE.
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    Re: problem with texture look up

    yep, that was the problem... GL_NEAREST fixes everything.

    The funny thing is that I use GL_NEAREST in all my programs, this is the only one that used GL_LINEAR... damn copy&past :D

    Cheers Ido...
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