It takes you 3 months each time to answer any of the replies here. Of course interrest is low under this condition.
PS: I know you, like many others, are certainly a lot busy, but you can't do...
Type: Posts; User: _arts_
It takes you 3 months each time to answer any of the replies here. Of course interrest is low under this condition.
PS: I know you, like many others, are certainly a lot busy, but you can't do...
In my first idea, I would say that Qt 4 is more slow than Qt 3. So the frequecies the loops are happening are less frequent, and so the rendering is more slow.
But depending on how the timers are...
Use additive blending between each light pass. For example, this pseudo-code does this:
glEnable (GL_BLEND);
glBlendFunc (GL_ONE, GL_ONE);
for_each (light){
// render the scene using...
That should not happen. Despite of the fact that the default GL version under windows is 1.1, you can access to all versions supported by your GC/driver (with extensions, with context creations).
...
From this and other topics you made, I highly suggest you to read some OpenGL tutorials. Nehe was and is very well known (http://nehe.gamedev.net/), but there are others, like the one Alfonse makes...
Which face do you render when doing VSM ? You should render back faces. It is the only way to avoid light back faces rendered in shadow (and so having such artifacts). Also try to change the sampling...
To be a bit more precise, if you do forward rendering, you generally render the scene once for each light. This is also the same for deferred rendering: you apply each light separately from your data...
You can try several methods: PCF, Variance shadow-mapping, cascading shadow-mapping...
But if you keep the pong game, then I advice you to forget about cascading shadow-maps. You can also try to...
Use the most influencing lights, ie the sun, the main light of each room and the player's light.
"Render" only the lights that have an influence on the scene. For example the light two rooms far...
I haven't read your code but what I can say from your questions is that you should use a shadow map for each light. Shadow maps are rendered in the light view space.
Yes, give us pertinent code (where you draw). You might don't render the light in the same way (before or after the modelview transform for example).
Even if it is the same with GL_FLOAT (as...
With dim, I think you mean more dark ?
You ask for an RGBA texture (so 4 channels of 1 byte each and and you use float, which is 4 bytes for each channel).
Try to use GL_UNSIGNED_BYTE instead...
I just tried it (I placed it at the end of the occlusion render pass) and the results are unfortunately the same.
Hello, yet already another issue...
Occlusion queries, when done inside an FBO, are done very inconstantly, whereas, when done inside the onscreen framebuffer, happen quite constantly.
I...
Oh OK. Thanks for this.
This is what makes the lack of this extension on other IHV graphic cards very pity. If one wants to perform this, she either has to do it all in the shaders, and...
I meant IHV.
OK. It's a good thing to know.
AFAIK Apple software renderer is not supported by the harware. And by the way, isn't it simply Mesa with a disguised name ?
Thanks for the answer. Yes I was mistaken between copyrights and patents.
When you say an invitation for others to implement it, and since this was done in 2003, I think I will conclude that noone...
Hi,
it seems this extension (GL_EXT_depth_bounds_test) is not supported on ATI cards. It was the case several years ago (cf this topic:...
OpenGL "concatenates" the model coordinates with the view coordinates into the modelview coordinates. I think they did so because this makes things more easy (for example, moving the view from a...
Call it to enable texture coordinate array for each texture unit you need.
If you just use a single texture unit (default is GL_TEXTURE0), then you don't need to call it several times.
Forgot to bind the vbo ?
Here is a (random) tutorial about VBO I found: http://www.ozone3d.net/tutorials/opengl_vbo.php
He seems to link with glut.
Cf this topic: http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=307239#Post307239
So it might be something else, like using glut headers...
If I remember well, you can choose different font sizes with glut (up to 32 pixels high I think).
To answer your question, it depends. If you want to use gl 3.x and above only, then forget about...
As a side note to the topic poster, that will imply to use 3D texture coordinates.
Texture atlases are certainly the most interresting things to do here. But I wonder if the "usual" way to do...
As far as I know it depends on the hardware/driver.
if(texCoord.z < depth)
return 1.0;
else
return 0;
I am not sure what you do here. You should compare the value in the texture with...