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Type: Posts; User: Fugitive

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    Re: ed2go courses on OpenGL?

    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...
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    Re: gl_Position Pixel-shift

    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...
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    Re: gl_Position Pixel-shift

    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....
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    Re: gl_Position Pixel-shift

    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...
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    Re: gl_Position Pixel-shift

    This, in the fragment shader, (correctly) produces a red screen:


    if(int(FinalPos.x+0.5) >= (gl_FragCoord.x-0.5) &amp;&amp; trunc(FinalPos.x+0.5) <= (gl_FragCoord.x+0.5))
    out_Color =...
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    Re: gl_Position Pixel-shift

    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...
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    gl_Position Pixel-shift

    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) /...
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    Re: texture2DLod deprecated??

    Ooohh...Thanks.
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    texture2DLod deprecated??

    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...
  10. Thread: FBO switching

    by Fugitive
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    Re: FBO switching

    ^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.
    ...
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    Re: Beginner Book Recommendations

    I agree with alexander.

    Or, go for (arguably) an even simpler book: Beginning OpenGL Game Programming, Second Edition, Luke Benstead
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    Re: Normal Map generation?

    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...
  13. Thread: FBO switching

    by Fugitive
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    FBO switching

    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...
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    Re: test for intersection in 3D

    Ilian, arent you assuming a parallel ray?
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    Re: Normal Map generation?

    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?
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    Re: OpenGL GUI library

    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?
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    Re: Determine free video RAM?

    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...
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    Re: Texture memory on the GPU

    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.
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    Re: about open gl texture!

    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.
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    Re: Drawing a vertex buffer.

    Are you asking how to use a Vertex Buffer Object?

    http://www.songho.ca/opengl/gl_vbo.html
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    Re: Calculating Normals

    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.
  22. Re: Surface normals, looking better! New video!

    OT, but what did you make the UI in? Looks pretty slick!
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    Re: Redbook or Super bible?

    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...
  24. Re: simulating the water with normal map and du/dv map

    ^Exactly.

    Ehsan, I think you are misunderstanding projective texture mapping. Its not a special method to project textures, it is projective texture mapping.
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    Re: Texture memory on the GPU

    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...
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