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Type: Posts; User: kevinfishburne

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  1. Scaling modelview matrix distorts directional light diffuse intensity

    I have an elevation dataset with elevation values of -32768 to 32767. I'm testing this dataset with smaller map sizes, so I need to scale the vertical axis so the map isn't insanely spikey. I did so...
  2. Just a sad attempt at humor, or at least being...

    Just a sad attempt at humor, or at least being passive-aggressive. Ignoring all that, I hope the code I came up with is reasonably correct for my purpose.
  3. This seems to work: Dim cs As Single ...

    This seems to work:


    Dim cs As Single
    Dim sn As Single
    Dim x As Single
    Dim y As Single
    Dim px As Single
    Dim py As Single
  4. Rotating a directional light 360 degrees about a single axis

    I have some code:


    ' Update solar light source direction.
    SolarPosition[0] = Unknown
    SolarPosition[1] = 0
    SolarPosition[2] = 1
    SolarPosition[3] = 0
    Gl.Lightfv(Gl.LIGHT0, Gl.POSITION,...
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    Awesome. I'm assuming the output of a shader call...

    Awesome. I'm assuming the output of a shader call can "spread" across the many pixels of a quad or other geometry by referencing vertices as you mentioned. Sounds like doing per-pixel software...
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    Nothing's completely out of the picture, although...

    Nothing's completely out of the picture, although being a jack of all trades (and master of none) and being solely responsible for the entire project I am limited in how much time I can spend on any...
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    I'm trying to make this driver independent, so...

    I'm trying to make this driver independent, so NVIDIA can suck it with their extensions if they're not supported by other OpenGL-compliant cards. Good to know, though, thanks. :)

    I applied the...
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    To follow up, it appears that linear fog is the...

    To follow up, it appears that linear fog is the problem. EXP2 with a precise density parameter seems to work well. Why in the world would linear fog, which has the most intuitive parameters (start,...
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    I did that and the difference seems to make no...

    I did that and the difference seems to make no sense. This is the order of operations of what I think is the relevant code:


    ' Set projection mode.
    Gl.MatrixMode(Gl.PROJECTION)
    ...
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    Unexpected fog behavior

    I'm trying to implement fog and it appears as though FOG_START and FOG_END values are being ignored by Fogf. It also appears as though the resulting fog begins at zero of the modelview matrix's Z...
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    Thanks for the tips on handling materials. Got...

    Thanks for the tips on handling materials. Got those figure out now. :)



    I'll be ordering a hard copy from Amazon, although the online version didn't have as much information as I thought in...
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    I made some progress in that I created a function...

    I made some progress in that I created a function to calculate the surface normal of a triangle:


    Public Function Normal(p1 As Single[], p2 As Single[], p3 As Single[]) As Single[]

    '...
  13. Here are the Convert.RotateX and Convert.RotateY...

    Here are the Convert.RotateX and Convert.RotateY functions so the main procedure is more complete:


    Public Function RotateX(PWOX As Single, PWOY As Single, OriginX As Single, OriginY As Single,...
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    How to shade a grid of quads

    I am rendering a grid of quads to represent a section of a landscape. Each quad has its own separate texture (required) and elevation. I use an averaging algorithm so the vertices of a given quad...
  15. Got it to work by manually offsetting and...

    Got it to work by manually offsetting and rotating the vertices rather than fudging around with matrices:


    Public Sub Texture3D(Group As String, Optional ID As Short, Optional SubID As Byte,...
  16. It's funny; when I first read that it was...

    It's funny; when I first read that it was straight Chinese, but after working on my game for a while and re-reading it I actually mostly understand you. That will come in handy when I eventually...
  17. Interesting. I had avoided trying GluLookAt()...

    Interesting. I had avoided trying GluLookAt() because like a fool I assumed that it would just "point" at a coordinate and not also translate the scene. I now have this code, which does what I was...
  18. Matrix scale, rotation and translation with repsect to 2D "camera"

    I posted this question in the GAMBAS user mailing list, archived here: http://old.nabble.com/gb3%3A-OpenGL-Rotate-and-Translate-logic-td33886871.html I'll completely rewrite it here out of respect...
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