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Type: Posts; User: _NK47

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    Re: Write depthbuffer from texture

    After all that bug comes from my application. Depth is not altered in any way. Everything works fine now.
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    Re: Billboard that covers always one pixel

    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.
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    Re: Billboard that covers always one pixel

    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?
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    Billboard that covers always one pixel

    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...
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    Re: Write depthbuffer from texture

    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...
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    Write depthbuffer from texture

    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...
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    Re: Depth texture GLSL

    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.
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    Re: Depth texture GLSL

    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)>....
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    Depth texture GLSL

    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...
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    Re: Occlusion query with depth disabled pass

    thats valueable info Jan, thanks.
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    Re: Occlusion query with depth disabled pass

    i was looking in the wrong place. remembered, thanks alot.
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    Re: Maybe a OpenGL Version Problem?

    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,...
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    Occlusion query with depth disabled pass

    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...
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    Color vs. DepthStencil clear

    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...
  15. Re: Multitexturing (3) problem with shader recompile.

    Thanks, i begin to think myself its GLIntercept. would like to know more on that, who discovered weird behavior and the results.
  16. Re: Multitexturing (3) problem with shader recompile.

    @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...
  17. Multitexturing (3) problem with shader recompile.

    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...
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    Re: Fast image scaling

    renderScene();

    // Capture backbuffer into <screenTexture> id
    glBindTexture(GL_TEXTURE_2D,screenTexture);
    glCopyTexImage2D(...);

    // Switch to ortho! and draw quad with desired size...
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    Re: Fast image scaling

    "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...
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    Re: I need help with some FPS camera control code

    "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.
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    Re: unsigned short/int performance

    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.
  22. Re: How do I draw into the back buffer using Win32

    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/
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    Re: When do shaders relink?

    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...
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    Re: Texturing Problem ( Basic )

    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...
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    Re: Code doesn't display image

    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...
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