Perhaps all you need is a couple of online tutorials and a book? I cant see an online course being any different from online tutorials. Or perhaps im biased against online courses in general...
Type: Posts; User: Fugitive
Perhaps all you need is a couple of online tutorials and a book? I cant see an online course being any different from online tutorials. Or perhaps im biased against online courses in general...
It does get floating point values, but they are truncated. There is no sub-pixel information. Its in the specs. In short, fract(gl_FragCoord.x-0.5) is always 0.
With ftransform, I was able to find...
My vertex position is indeed smooth, but that is precisely what I am trying to find, i.e, the sub-pixel offset of each vertex in screen-space. Thats why I have to calculate it in the vertex-shader....
Not really, unless SDL 1.3 likes to turn it on automatically. In fact I made sure I even turned off anti-aliasing from the NVidia control centre.
I'm puzzled to say the least, because it works...
This, in the fragment shader, (correctly) produces a red screen:
if(int(FinalPos.x+0.5) >= (gl_FragCoord.x-0.5) && trunc(FinalPos.x+0.5) <= (gl_FragCoord.x+0.5))
out_Color =...
Actually I need the equivalent of gl_FragCoord in the vertex shader. I only use it in the fragment shader to test it.
Come to think of it, comparing that value with gl_FragCoord should tell me...
Hi guys,
I am calculating the final on-screen projected values in the vertex shader like so:
vec4 projectedpos = mvpmatrix * vec4(in_Position, 1.0);
FinalPos = vec2(projectedpos.xy) /...
Ooohh...Thanks.
I received this error on my NVidia 8800:
"0(29) : error C7533: global function texture2DLod is deprecated after version 120\n"
Really? What do we use to force sampling from a particular mipmap...
^I was basing my knowledge on precisely that old and outdated presentation by Simon Green. Its a pity that the particular presentation in question is the only 'official' reference on the subject.
...
I agree with alexander.
Or, go for (arguably) an even simpler book: Beginning OpenGL Game Programming, Second Edition, Luke Benstead
You didn't get my question. I know what a normal map is. What I meant was, do you need help with the 'mathematics' of generating a normal map (i.e, do you know how to calculate a normal?), or the...
I need to render several objects into textures of different sizes. At a single time, only one texture is attached to the FBO. Do all the textures still have to be of the same size?
I have been...
Ilian, arent you assuming a parallel ray?
Im not sure what the question is really. Do you want to know how to calculate the normals, or how to create a texture that will hold normals that you have already calculated?
I fell over my chair when I saw this. I thought it was very cool, until I saw the license...
Such a pity. Does anyone know of any other simple cross-platform GUI?
Personally, I've found that on OpenGL 3 and above, if you exceed memory limits, you will either incur an exception, or return a blank screen.
This could very well be just my setup though (3 GTX...
Perfect! I always thought the GPU should do the normalization upon sampling (and it does). Pre-expansion wouldn't have made any sense whatsoever.
Thanks Dark Photon, and Stratton.
When you say it is 'wrong', what do you mean? Show us a picture of what is right, and a picture of what is wrong.
Are you asking how to use a Vertex Buffer Object?
http://www.songho.ca/opengl/gl_vbo.html
No actually someone else had the same problem earlier that I pointed out, only that they had back-face culling hiding the wrong faces. Its a common error.
OT, but what did you make the UI in? Looks pretty slick!
Neither. If you are new to OpenGL, you should start with OpenGL 3 and onwards because any older version of OpenGL will be obsolete pretty soon.
The only book that I know that teaches that aimed...
^Exactly.
Ehsan, I think you are misunderstanding projective texture mapping. Its not a special method to project textures, it is projective texture mapping.
So GL_R32F_ARB and GL_RED should take the same amount of space in memory because both are converted to normalized floats internally? I would have thought GL_R32F_ARB would take 4 times more memory...