Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: carsten neumann

Page 1 of 20 1 2 3 4

Search: Search took 0.06 seconds.

  1. Replies
    7
    Views
    215

    Well, I don't think there is an obviously correct...

    Well, I don't think there is an obviously correct answer (what's the surface of a line?), you'll have to make something up. Mathematically there is a plane that is orthogonal to a line, so any vector...
  2. Replies
    7
    Views
    215

    Admittedly I haven't quite understood what you...

    Admittedly I haven't quite understood what you want to achieve, but I notice all you are drawing are lines and points and you are not specifying any normals. For lighting to work you must have...
  3. Yes, for most cases it'll be the same, but using...

    Yes, for most cases it'll be the same, but using data() makes the intention clearer IMHO. When storing some very strange types that have an overloaded operator& in the vector the result could be...
  4. Your problem are the getter functions for e.g....

    Your problem are the getter functions for e.g. vertices:



    //other get... functions declared analogous
    std::vector<GLfloat> SolidObject::getVertices()
    {
    return this->vertices;
    }
  5. From my very limited understanding, what is...

    From my very limited understanding, what is called transparency in computer graphics is really lumping together a whole bunch of physical effects (where you have reflection and refraction happening...
  6. That's what I remember, I might confuse it with...

    That's what I remember, I might confuse it with something else, but I thought matrix vertex attributes are just syntactic sugar for passing the columns as separate attributes, so they consume the...
  7. The reference pages I linked to above have the...

    The reference pages I linked to above have the formulas that get applied. Roughly what happens is that source and destination RGB and A values are weighted with the factors set by...
  8. You could use Uniform Buffer Objects...

    You could use Uniform Buffer Objects (available from GL 3.1, may have smallish size limit) or Shader Storage Buffer Objects (available from 4.3, much larger) and use the vertex index to look up the...
  9. Sounds like you want the max of source alpha and...

    Sounds like you want the max of source alpha and dest alpha, so perhaps something like:



    glBlendFuncSeparate( **, **, GL_ONE, GL_ONE);
    glBlendEquationSeparate( **, GL_MAX);
  10. Replies
    3
    Views
    248

    Please use around source code to preserve...

    Please use
    around source code to preserve formatting/indention.

    I don't think that file is part of some standard/common library; looks to me like it belongs to the code you've been given, so I...
  11. I think you are looking for...

    I think you are looking for glBlendEquationSeparate and glBlendFuncSeparate.
  12. Just the inverse of the view matrix, otherwise...

    Just the inverse of the view matrix, otherwise you are back to model space.
    OpenGL normally does not make use of an (explicit) world space, there is just modelspace and viewspace (hence the...
  13. For very small FoV angles the two projections are...

    For very small FoV angles the two projections are (somewhat) similar. That suggests to me you want to keep near/far planes at the same world space position and move the eye point further and further...
  14. Not considering practicality or efficiency you...

    Not considering practicality or efficiency you have a surface S(u,v) parameterized by (s,t) and a ray R(u) parameterized by u and you are looking for values s,t,u such that S(s,t) = R(u). In other...
  15. It sounds to me as if you might be confusing...

    It sounds to me as if you might be confusing offset and stride. The former specifies where in the buffer the attribute value for the first vertex is stored (how else could OpenGL now that your...
  16. AFAIUI your vertex data lives in a single buffer,...

    AFAIUI your vertex data lives in a single buffer, first all positions, then all normals, then all tex coords. But when setting up your attribute pointers you do not pass an offset, so your positions...
  17. Take a look at glCompressedTexImage2D...

    Take a look at glCompressedTexImage2D and glGetCompressedTexImage.
    I guess the steps would then be something like:
    - Copy the applications output into a buffer object, i.e. glReadPixels with a...
  18. Hmm, something is strange. Your vertex positions...

    Hmm, something is strange. Your vertex positions are all (essentially) +/-1 but the image does not show a cube? For debugging a texture with the pixels along the edges colored in a single (but...
  19. Hmm, can you trim your model down to just a...

    Hmm, can you trim your model down to just a single surface that has the problem? That way it may be possible to determine what is wrong from looking at the numbers. Otherwise you just have a large...
  20. Fragment shader outputs that are written to the...

    Fragment shader outputs that are written to the default framebuffers are always clamped to [0,1]. Your 'Clamping' uniform won't have an effect.
  21. Replies
    4
    Views
    453

    This looks like you have a local coordinate...

    This looks like you have a local coordinate system (right, up, cameraV) - if you want to rotate the billboard, apply a rotation matrix to these base vectors - sorry don't have any canned code for...
  22. If you get the same results something is going...

    If you get the same results something is going very wrong and to me it sounds as if your glTexParameter where not actually operating on the correct texture. If you were getting different results, but...
  23. Replies
    4
    Views
    453

    You need to define a local coordinate system for...

    You need to define a local coordinate system for each particle, so that it makes sense to talk about local rotations. Presumably your particles are essentially just points, so that in and of itself...
  24. I'm not familiar with GLSurfaceView, but...

    I'm not familiar with GLSurfaceView, but presumably each of those create their own OpenGL context. If the API allows it you would have to set things up so that your GLSurfaceViews share the same...
  25. It's usually much easier to find the problem once...

    It's usually much easier to find the problem once you have found out which OpenGL call exactly is causing the error. There's a number of ways to find that information:
    - glDebugMessageCallback and...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4