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Type: Posts; User: M//Hax

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    Re: Colormap texture

    I thought i needed a 3D texture for each color since i have a red, green and blue value for each.
    Do you mean something like that?


    color_triplet table[256] = {{0,0,0}}; /* Initialize to all...
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    Colormap texture

    I'm trying to use a color lookup table in shaders to convert rgb grayscale gl_Color to rgb color gl_Color. I want to use something similar to this : ...
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    Re: Geometry shader, point sprite to sphere

    Here two texture i found. Someone told me i could use them to transform the point sprite in real spheres using shaders. I'm able to use the texture in the shader and to see the point sprite as...
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    Re: Point sprites with sphere shader

    Well, now i have another problem, the texture of the sphere are showing correctly, but they are rotating with the user. I want to be able to move around the sphere, to see it change color and shadow.
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    Re: Geometry shader, point sprite to sphere

    Well, i'm not always able to translate text into code, so i generally need some example to be able to make it work!
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    Re: Geometry shader, point sprite to sphere

    Then you're not mapping the texture correctly.

    Pulling off a textured sphere impostor requires selecting texture coordinates based on the view direction for that fragment. This is really just a...
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    Geometry shader, point sprite to sphere

    I'm working on transforming a set of point sprites to sphere using a geometry shader (i found that it could be a good idea).
    RIght now, the vertex and fragment shader are working, they make the...
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    Re: Directional light shaders

    Look like a good tutorial. I don't feel like reading another tutorial (read about 3 tutorials about directional lighting). I'm just playing with the code right now, hoping some miracle will happen!
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    Re: Directional light shaders

    ok so it should be something like that?


    // pixel shader for rendering points as shaded spheres
    const char *spherePixelShader = STRINGIFY(
    uniform float pointRadius; // point size in world...
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    Re: Directional light shaders

    Like this ? :


    // pixel shader for rendering points as shaded spheres
    const char *spherePixelShader = STRINGIFY(
    uniform float pointRadius; // point size in world space
    varying vec3...
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    Re: Directional light shaders

    It is constant, relative to the position of the camera. Right now, The light is indeed following the camera. What i'm trying to do is the OPPOSITE.
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    Re: Directional light shaders

    I use point sprites to simulate alot of spheres, over 2 millions. Since it would be hard to render that many spheres using quads, i use point sprite, and use a shader to make them look like spheres....
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    Re: Directional light shaders

    That sounds like an even bigger bug. Admittedly, I haven't used point sprites much, so I don't fully understand the vagaries around them. But I don't understand how which inputs/outputs you use...
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    Re: Directional light shaders

    You made some pretty substantial changes to the code for something that is supposed to be following the tutorial. For example, the camera-space surface normal in the tutorial was passed as a varying...
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    Directional light shaders

    I tried following this tutorial (http://zach.in.tu-clausthal.de/teaching/cg_literatur/glsl_tutorial/index.html#ogldir1) for implementing a directional light per pixel in my code, but it's just not...
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    Re: Shaders or VBOs for point clouds?

    That's a mobile quadro...I don't know if it's going to be able to do it. I'm using a Quadro FX 580, and i can easily draw 10Mils points. I never tried over that, but it would probably work. Maybe...
  17. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    That's some good explanation. I'll try to look for some shadow mapping tutorials. Thanks again!
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    Re: Shaders or VBOs for point clouds?

    I can draw easily 4 Millions of points with a fps over 30 using vbo's and points. What graphic card are you using?
  19. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    That's a good point hehe! Would it be hard to create shadow from the shader i'm using?
  20. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    I understood all this. What i'm trying to do is something like uniform posEye but for the light position. I'll check your link.
  21. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    uniform vec3 lightDir = vec3(0.577, 0.577, 0.577);

    it's giving the same result. The specular light is following the user eye direction.
  22. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    i will probably need an index array tho!
  23. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    Why do you need a normal for a point sprite? Even color is unnecessary unless you want to tint your spheres. [/QUOTE]
    Actually, i have no normals glfloat. But i need to call...
  24. Thread: multiple vbos

    by M//Hax
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    6,089

    Re: multiple vbos

    Here the code from the frag shader (how should i call pointLight to be fixed?)


    // pixel shader for rendering points as shaded spheres
    const char *spherePixelShader = STRINGIFY(
    uniform float...
  25. Thread: multiple vbos

    by M//Hax
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    Re: multiple vbos

    I'm only working with vertices, normals and colors element, no indices.
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