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Type: Posts; User: SamKV

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  1. Issues sampling position from depth buffer for SSAO shader (source code included)

    I've been implementing SSAO based on the article here and I've been running into several issues, mainly with sampling the position from the depth buffer. I've tried numerous methods but all seem to...
  2. Here's the fragment shader. I've been updating...

    Here's the fragment shader. I've been updating since the last time I posted this so some uniform variables were renamed. I also had to strip out a bunch of other code for the sake of this topic:

    ...
  3. Understanding light positions and storing to eye space coordinates

    I am writing a very simple directional light shader and I want to pass in my own light position coordinates (treated more like a directional light) instead of using gl_LightSource[0].position. I've...
  4. Re: Texture Combiner Issues with Specific Video Card

    According to the users who were using my app, they all said that it's from that specific video card and never experienced any issue with other cards. Though they only tested against 3 other cards...
  5. Texture Combiner Issues with Specific Video Card

    I currently have a scene where it must add a fixed color value to texture # 1 and then modulate with primary color as texture # 2. Now for some reason, this fails on the Geforce4 MX 4000 card and the...
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    Re: Quaternion Rotation - Rotating on Self Axis

    And this is why I feel that people are ill-served by learning graphics programming with the fixed function pipeline. It makes you think you know what's going on, but really, all you know is that if...
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    Re: Quaternion Rotation - Rotating on Self Axis

    On a side note, when I was messing around with it earlier today, I've tried doing something like this below which resulted in exactly what I was expecting, but it kinda seems intuitive to use two...
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    Re: Quaternion Rotation - Rotating on Self Axis

    Unfortunately I am at work right now so I'll need to post the results later today.
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    Re: Quaternion Rotation - Rotating on Self Axis

    I've thought that was what it was at first but it's not. Still gives undesired results. I am assuming that I may need to do additional arithmetic with the translation values or something.


    ...
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    Quaternion Rotation - Rotating on Self Axis

    For testing/learning purposes I am trying to use quaternions in place of euler angles when doing the rotation/translation for the view camera. I managed to get everything to work with the exception...
  11. Re: Problems with projecting a texture on a surface

    Yeah that would be nice, though I am targeting my application for GPUs that doesn't support shaders and OpenGL 1.2 or below. I also had bad experience with GLSL and ATI cards :P

    Though for the...
  12. Re: Problems with projecting a texture on a surface

    Fair enough. I wasn't sure how other developers would tackle that and I thought there would be better ways to achieve that effect. I am also targeting my application for low end machines that doesn't...
  13. Re: Problems with projecting a texture on a surface

    Is multitexturing a common solution when working with projected textures? I would assume so since there isn't any other way to project something on a textured surface.

    You also mentioned that it...
  14. Problems with projecting a texture on a surface

    Greetings, I am in the process of understanding how to project a texture into my scene but ran into a little snag...

    After getting my test application up and running and got the projection texture...
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    Re: Multitexturing - Problems setting vertex colo

    Just out of curiosity, is there other ways to achieve the arg0 * (arg1 + arg2) formula other than GL_ATI_texture_env_combine3?

    Also, would GLSL (shaders) be able to achieve this?
    I would prefer...
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    Re: Multitexturing - Problems setting vertex colo

    Excellent, that one works perfectly. Too bad there's limits with what extensions supported by video cards..

    Thanks for your help and patience ;)
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    Re: Multitexturing - Problems setting vertex colo

    Thats basically what I am going for. Its like taking one texture and then placing another texture (with 50% transparency/alpha) on top.

    Also with glTexEnvf(GL_TEXTURE_ENV,GL_COMBINE_RGB,GL_ADD);...
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    Re: Multitexturing - Problems setting vertex colo

    That basically gave me the same effect that I got from the very beginning when I first toyed around with multitexturing. While the coloring is working, but the texture itself is so dark that the...
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    Re: Multitexturing - Problems setting vertex colo

    I am using the code you mentioned which I call after the first and second texture units, but now the second texture unit won't even show up. Also glColor4ub(255, 0, 0, 255); doesn't seem to have no...
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    Re: Multitexturing - Problems setting vertex color

    I've noticed you mentioned GL_SOURCE2_RGB and GL_OPERAND2_RGB in the mix. Does that mean I will need to setup three textures to achieve the desired effect?
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    Multitexturing - Problems setting vertex color

    I have two textures that I am attempting to blend together, in the demo application I am trying to set the vertex color of the primitive that I am drawing with 'glColor4ub(255, 0, 0, 255);' So the...
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