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Type: Posts; User: _arts_

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  1. Replies
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    Re: RenderMonkey inspired GLSL editor for linux?

    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...
  2. Re: glRasterPos is slower on QT4.8 than QT3.3.6

    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...
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    Re: Shadow Mapping - merging textures

    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...
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    Re: Geforce 210 OpenGL problem !!!?

    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).
    ...
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    Re: Having Issues with black flickering?

    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...
  6. Thread: VSM Shadow

    by _arts_
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    Re: VSM Shadow

    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...
  7. Thread: about lights

    by _arts_
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    Re: about lights

    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...
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    Re: Shadow Mapping - aliasing and merging

    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...
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    Re: OpenGL- Shadow Mapping

    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...
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    Re: OpenGL- Shadow Mapping

    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.
  11. Thread: FBO problem

    by _arts_
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    Re: FBO problem

    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...
  12. Thread: FBO problem

    by _arts_
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    Re: FBO problem

    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...
  13. Re: Inconstant time with occlusion query inside FBO

    I just tried it (I placed it at the end of the occlusion render pass) and the results are unfortunately the same.
  14. Inconstant time with occlusion query inside FBO

    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...
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    Re: GL_EXT_depth_bounds_test

    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...
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    Re: GL_EXT_depth_bounds_test

    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 ?
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    Re: GL_EXT_depth_bounds_test

    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...
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    GL_EXT_depth_bounds_test

    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:...
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    Re: about transformation

    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...
  20. Re: normal,vertex,indexed array,just little confuse

    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.
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    Re: Working with multiple VBO's

    Forgot to bind the vbo ?

    Here is a (random) tutorial about VBO I found: http://www.ozone3d.net/tutorials/opengl_vbo.php
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    Re: glutBitmapString undefined

    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...
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    Re: Best method to write text/GUI

    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...
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    Re: How to set up more than 32 Textures?

    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...
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    Re: try to emulate hardware shadow mapping

    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...
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