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Type: Posts; User: glararan

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  1. Thread: FBO cube map

    by glararan
    Replies
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    289

    FBO cube map

    Hello,

    I'm creating FBO cube map, but I'm getting error 1281 on glTexImage2D.

    GPU: nVidia 650M


    GLfuncs->glGenTextures(1, &textureId);
    GLfuncs->glBindTexture(GL_TEXTURE_CUBE_MAP,...
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    385

    glTexSubImage split to more updates

    Hi,

    I need help how to split glTexSubImage3D into small parts. Why? Because its more faster than whole image.

    My discovery: using small parts ex: 1024*1024 times 1x1 pixel is a lot faster than...
  3. Replies
    10
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    2,178

    Then I'm where I was. On the start.

    Then I'm where I was. On the start.
  4. Replies
    10
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    2,178

    So I should revert my change?

    So I should revert my change?
  5. Replies
    10
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    2,178

    I just changed glTexStorage3D it show me whole...

    I just changed glTexStorage3D it show me whole terrain (just from loader), after initializing nVidia driver crashed. No idea why, I will investigate that.
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    Ofc, following code is constructor and bind //...

    Ofc, following code is constructor and bind

    // -- TextureType in header
    enum TextureType
    {
    Texture1DArray = GL_TEXTURE_1D_ARRAY,
    Texture2DArray = GL_TEXTURE_2D_ARRAY
    ...
  7. Replies
    10
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    2,178

    Ok, if its same then following code should be: ...

    Ok, if its same then following code should be:


    #version 400
    #extension GL_EXT_texture_array : enable

    layout(quads, fractional_even_spacing, cw) in;

    in terrainVertex
    {
  8. Replies
    10
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    2,178

    texture to texture array

    Hi,

    I need advice about sampler2DArray. On OpenGL IRC I spoke about fast loading textures throught uniforms. Guys direct me to glTexStorage3D for 2D textures.

    Now I'm trouble with porting...
  9. Replies
    2
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    1,034

    BUMPING! I have new result from debugging. ...

    BUMPING!

    I have new result from debugging.

    Big enemy is still same = uniform. But not caused by textures, it slowed because each chunk in (16*16 = 256) use mapData[MAP_WIDTH / 16 * MAP_HEIGHT /...
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    1,034

    No one have any idea? When I use 4x4 MapChunk...

    No one have any idea?

    When I use 4x4 MapChunk its still good, but 8x8 is little laggy, 16x16 ultra laggy.

    Function which lagging it is:

    void Material::bind()
    {
    m_shader->bind(); //...
  11. Replies
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    1,034

    Terrain tessellation in chunks?

    Hi,

    Is there any possible "very fast" way to create mapchunks for tessellation?

    I have some pre-alpha ver, but it's laggy, because I'm using glTexImage2D to port heightmap to shader. There it's...
  12. Replies
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    Ok thanks, and this is btw not possible with more...

    Ok thanks, and this is btw not possible with more than 4 textures right?
  13. Replies
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    1,934

    Is possible with GLSL 3.3+ multitexturing do it...

    Is possible with GLSL 3.3+ multitexturing do it through alphamaps?

    See ex: http://www.sdilej.eu/pics/26b05e60458db6ebfdec8d095118b7cd.png
    On picture are 5 textures (including base). Base texture...
  14. Replies
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    1,934

    marClintDion: GClements was right, I meant...

    marClintDion: GClements was right, I meant texture splatting

    GClements: So texture splatting is not perfect for this?

    I'm making world editor, so I want to change textures by painting tool
  15. Replies
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    GLSL 400 multi texturing, how best?

    Hi,

    I need to help with multi texturing. I wanna more then 4 textures and also using shader color for changing texture color(look to following img)

    1149

    Currently I'm using textures based on...
  16. Replies
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    704

    [SOLVED] Camera or shader problem

    Hello,

    I'm here with problem described in following picture:

    Link to picture


    In some camera angle (shader?) dont render terrain correct and show this fail.

    Rendering technique:...
  17. Replies
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    1,017

    Hi, I'm posting my solution! Working perfect....

    Hi,

    I'm posting my solution! Working perfect.


    SamplerPtr sampler(new Sampler);
    sampler->create();
    sampler->setMinificationFilter(GL_LINEAR);
    ...
  18. Replies
    2
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    BUMP I find on google some info about 32bit....

    BUMP

    I find on google some info about 32bit. 32bit float doesn't have limits for height. 16bit has about 0-65k.


    I tried to recode loading from img to generate 0 height in float, but it...
  19. Replies
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    Tessellation heightmap

    Hi,

    I started this topic because I need help with choosing heightmap structure.

    Currently I'm using:
    Extension: .PNG
    Resolution: 1024x1024
    Bits: RGB 8-bit
    Tessellation minimum, maximum...
  20. Replies
    12
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    2,279

    I'm such a idiot!!! You have again true! Look...

    I'm such a idiot!!! You have again true!

    Look on this.

    To Shader:

    shader->setUniformValue("brush", shaping_brush);
    shader->setUniformValue("cursorPos",...
  21. Replies
    12
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    2,279

    Hi, Currently I solved it! texCoords.x was...

    Hi,

    Currently I solved it!

    texCoords.x was maximum to 1.0 in range 0 to 1.

    So I multiply it by heightmap width and subtracted cursorPosition

    Finally code:
  22. Replies
    12
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    Hi again, I figured out I already have texture...

    Hi again,

    I figured out I already have texture coordinates in fragment shader, I copied from network some shaders with tesselation, and they're was included.

    Currently with

    // middle...
  23. Replies
    12
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    2,279

    So I need to post Projection matrix to fragment...

    So I need to post Projection matrix to fragment shader for calculation texture coords?

    Still some trouble with understanding this proj texturing

    EDIT: Currently I just understand why I need...
  24. Replies
    12
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    Isn't better to use this? Projective texturing...

    Isn't better to use this? Projective texturing mean next texture layer? And I don't use Ortho projection, I'm using Perspective.

    And you have true, it's little confusing :D
  25. Replies
    12
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    Yes that's again correct

    Yes that's again correct
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