For ultra high quality AA texture sampling there's a nice demo of EWA filtering in GPU Gems 2.
Basically what you're trying to do is approximate and average the sample area of a back projected...
Type: Posts; User: plasmonster
For ultra high quality AA texture sampling there's a nice demo of EWA filtering in GPU Gems 2.
Basically what you're trying to do is approximate and average the sample area of a back projected...
You'll probably need to take the near plane distance into account, if you're looking for the world position coinciding with the camera position, say, with a winz of 0.
Thanks Khronos for a really nice update!
Agree with Eric and Jan - quads will be sorely missed.
What V-man said.
There is a big "Getting Started" button on the main page, ya know. ;)
Normally I'd suggest the OpenGL selection mechanism, for its simplicity. But that's fallen out of favor since its deprecation. :(
Tracing a ray is easy enough. In a nutshell what you want to do is...
When in doubt, ferret it out:
http://www.songho.ca/opengl/gl_vbo.html
Probably best to start with a tried and true recipe where possible, then season to taste.
Hope it helps.
Agree with zed; a fullscreen tri is optimal. You can even draw these without actual geometry -- just submit the 3 dummy verts and read from constants or define the clip space positions directly from...
Pretty amazing the functionality you get with GL2 + extensions, especially when you consider that most of that functionality is available across a wide swath of platforms. Of course I'm preaching to...
Pity about quads. :(
Hi,
Are you wanting to texture a 3D model, or generate one from a field of some sort?
Lots of interesting ways to generate texture coordinates in 3D. Pretty much any mapping you can imagine is...
Hi,
Unless you're a driver writer or OpenGL implementer (and you have a liscense) it looks like the restrictions are fairly rigid.
I think it's safe to say that Windows folks will continue to use OpenGL for the same reasons they've used it in the past: it tastes great and it's less filling.
Coders are pretty loyal creatures;...
I take the delay as a good omen, a portent of great things afoot! :)
Yes, think of GLUT as sort of the "PDF" of OpenGL. It's a great way to share ideas, without getting bogged down in gory boilerplate OS/GUI details (eeek!).
Yes, unfortunately the original GLUT implementation doesn't have cylinder drawing utilities.
I think maybe freeglut does, or try one of the other flavors?
Edit: Nico beat me to it ;)
Here's one way to draw it. I use this to draw arrows for coordinate system axes and so forth. One problem you might have is matching up cylinder vertices from one to the next due to the basis...
You need to use the GL_TEXTURE_CUBE_MAP texture target with glBindTexture and the glTexParameter* procs, then use
GL_TEXTURE_CUBE_MAP_POSITIVE_X + i for the glTexImage2D calls.
The rotation that OpenGL performs on vectors is almost identical to what you would get with a quaternion (see the formulation given on page 45 of the specification and compare that to a quaternion...
It's a good idea to call glGetError every now and again to catch pesky mistakes like that one. You can use gluErrorString to convert the returned enum to a string suitable for printing to the console.
It does look like MFC is going to be around for a while. Microsoft recently announced that they'll be shipping a bunch of new gadgets (e.g., property grids!) for MFC shortly after VS 2008's release....
I wrestled with a similar problem in a world editor I'm tinkering with. Letting the user browse hundreds or even thousands of textures in a folder can be tricky, especially if they're viewed at full...
Back in the NV3x-4x era I was just able to squeeze in 8 index/weight pairs needed for the Doom3 models into 4 texcoord vectors. Tight fit uniform wise, with around 120 quaternion/vec4 bones or so,...
I just asked my magic eight-ball. It said "It it decidedly so", after some deliberation.
Well, you can still use them (apparently) but they are just exposed as a uniform variable you have supply yourself. [/QUOTE]
Nice.
Agreed. It makes sense to maintain some semblance of continuity between the legacy fixed-function and new programmable models, even if only to ease transitions.
I didn't know the GLSL built-ins...