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: Predator105

Search: Search took 0.00 seconds.

  1. Holy. Crap. GL_POINT_SPRITE: If enabled,...

    Holy. Crap. GL_POINT_SPRITE: If enabled, calculate texture coordinates for points based on texture environment and point parameter settings. Otherwise texture coordinates are constant across points....
  2. Renders improperly in compatible context but works in core context? Makes no sense.

    So I'm trying to do gpu particles entirely on the gpu using transform feedback.

    Spent a week trying to merge the example code into my project, until eventually finally isolating it into a test...
  3. OpenGL GLM C++ vertex and matrix transformations confusion

    I'm pretty confused now that I can no longer do a simply gl_Position = pos * MVP; in my vertex shader, and instead want to transform the vertices before I send them via glBufferSubData.

    This is my...
  4. SOLVED! yay, turns out i wasn't setting my...

    SOLVED! yay, turns out i wasn't setting my min/mag filters. WHEW! works.
  5. Okay, I was giving it bad vertex coordinates, so...

    Okay, I was giving it bad vertex coordinates, so now I see an uncolored untextured square like I should. Then I tried to use only the frag color and the color is being sent and works great.

    Now...
  6. Okay, thanks. Fixed and edited my original post....

    Okay, thanks. Fixed and edited my original post. Still nothing visible though. So those were probably just one of many problems.
  7. Sprite Batching attempt programmable pipeline, VBOs nothing shown

    I'm losing my hair over this, I've been scrounging the net for some good non-fixed pipeline examples of how to implement sprite batching so that I can efficiently render thousands of sprites. Someone...
  8. ah yes, i encountered another issue and fixed it...

    ah yes, i encountered another issue and fixed it easier than i thought..

    on the app side, I just passed it a column and row 1 bigger to the pixel map..that way that will take care of borders. so x...
  9. oh wow, you're absolutely right. I didn't need...

    oh wow, you're absolutely right. I didn't need the other offset, I just needed it in that. I didn't think that would work, since there are just 1 pixels there which represent 1 tile.. interesting.
    ...
  10. Fragment shader for game tile engine (tilemap) smooth scrolling/per-pixel offset fail

    Okay, tile_types_super_texture is a row of several 16x16 tile type textures, which are the tile types. Then according to tilemap_pixels, which is a 1-tile-per-pixel representation of the visible map...
Results 1 to 10 of 10