After all that bug comes from my application. Depth is not altered in any way. Everything works fine now.
Type: Posts; User: _NK47
After all that bug comes from my application. Depth is not altered in any way. Everything works fine now.
That puts some new thoughts on the design. I will mess with it a bit and might post the source if when done. Thanks for the hints Dark Photon.
No really with a matrix, whatever works with occlusion query. Transform into clip-space and go from there, i would have thought NDC-space would be better here, no?
Happy New Year everyone.
New year, new problem i can't get my brains on. I have the following need: From any camera position find a scale for the billboard transformation matrix so that the...
Thanks overlay. I have problems though with antialiasing, the edges have some flickering borders containing the previous color from the color buffer. Some subpixels problem. This doesn't happen of...
Is it ok to capture the depth buffer into a texture once scene is rendered and then just refill it from the texture? Something like this:
gl_FragDepth = texture2D(depthTexture,coords).r;
I am...
that seems enough to get started. will use sampler2D for the actual depth here since the sampler2DShadow returns plain 0.0 or 1.0. thanks everyone.
Thanks so far. I tried both ways and seen that the returned value is actually strange for sampler2D. Someone on the web powered the returned R to 70 to get proper depth. <pow(depthv,70.0)>....
I have a texture with GL_DEPTH_COMPONENT and retrieved the values via glCopyTexture function, in debugger everything is fine and depth can be seen properly. I can't figure out how to read the depth...
thats valueable info Jan, thanks.
i was looking in the wrong place. remembered, thanks alot.
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/teximage2d.html
GL_INVALID_VALUE is generated if width or height is less
than 0 or greater than 2 + GL_MAX_TEXTURE_SIZE,...
If i disable depth buffer test and render a quad with occlusion query i get 100% NON-occluded geometry. If i enable the depth buffer again i get other values depending on the depth buffer information...
Is color buffer clear faster then clear only the depth component of paired depth-stencil? would think that of course since color buffer can be cleared with a whole block transfer (ala STOSD) and...
Thanks, i begin to think myself its GLIntercept. would like to know more on that, who discovered weird behavior and the results.
@Kavara: open a new thread.
@DmitryM: everything is initialized just fine and works if i have 2 sampler2D samplers in the shader. im beginning to think it's not something im doing wrong. it only...
I had two textures (diffuse map/normal map) with GLSL per-pixel lighting which works fine for a year now. I decided to add additional lightmap texture as a 3rd texture unit which seems to work fine...
renderScene();
// Capture backbuffer into <screenTexture> id
glBindTexture(GL_TEXTURE_2D,screenTexture);
glCopyTexImage2D(...);
// Switch to ortho! and draw quad with desired size...
"My problem is that the images i get from the camera have a resolution from 1600 x 1200. My Widget that i use can be dynamicly resize and i have to scale the image to this widget."
from "camera" i...
"holding the mouse button down in the window and moving the mouse up and down rapidly"
how rapidly do you move your mouse? i can't reproduce anything. just a shaking view here.
not related to indices but recently converted vertex colors from float to unsigned byte reducing the size by 3/4. didn't noticed anything performance-wise but saved some vram.
you can use GDI functions to draw into OpenGL backbuffer. it will be neither accelerated nor supported by Vista. wouldn't do it.
http://www.opengl.org/pipeline/article/vol003_7/
correct, once a uniform is set it's value is kept. if a shader has uniforms which never will change they can be set after successful linking once. if shader gets linked again the uniform location...
key to understand this is to understand this rather then copy n paste. basically any image has dimension, pixelsize (or bitdepth) and an special order of the channels (RGBA/ABGR). the later two...
alot can be wrong. f.e. if your background is black and your points too you won't see a difference. also give your points proper Z values via glVertex3f like on the triangle. don't see how you swap...