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Type: Posts; User: carsten neumann

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  1. Replies
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    Ah, I thought that vertex shader was active when...

    Ah, I thought that vertex shader was active when you render the quad? I guess you are saying it isn't? Sorry, no idea then.
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    If I'm reading it correctly your vertex shader...

    If I'm reading it correctly your vertex shader hard codes the z coordinate to 0.9.
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    You'll need to pass in the transformation from...

    You'll need to pass in the transformation from model space to world space (in addition to the model view projection matrix). Use an additional output from your vertex shader to pass the world...
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    glBindBuffer(GL_ARRAY_BUFFER, vbo_sphere);...

    glBindBuffer(GL_ARRAY_BUFFER, vbo_sphere);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vdata), vdata, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);...
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    The crash seems to happen in part of the nvidia...

    The crash seems to happen in part of the nvidia driver, but I don't see any OpenGL calls from the code you posted so my guess is that you are overwriting memory somewhere in your program (e.g. by...
  6. I'm not sure I understand what you mean with...

    I'm not sure I understand what you mean with "auto swap buffer mode". Buffers are not swapped automatically, it happens in response to you calling glutSwapBuffers(). Of course it only works when you...
  7. In general you "move" by translating the camera....

    In general you "move" by translating the camera. Can you try to describe in a bit more detail what is not working when you try to do that? In particular I don't quite understand what you mean with ?...
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    In practical terms sharing address space means...

    In practical terms sharing address space means that you are able to pass a pointer from application A to application B and B is then able to read the value that A has written there previously....
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    Stride should be 5 * sizeof(GLfloat) for both...

    Stride should be 5 * sizeof(GLfloat) for both glVertexAttribPointer calls - it is the number of bytes the GL has to jump to get from one vertex to the next, i.e. when interleaving attributes like you...
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    It probably does not find your texture file. The...

    It probably does not find your texture file. The file is most likely being looked for in the working directory (aka current directory) when your program executes - it is not necessarily the same...
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    You may want to take a look at the Getting...

    You may want to take a look at the Getting Started wiki page.
  12. Hmm, I suggest to write a function that can draw...

    Hmm, I suggest to write a function that can draw a circle at a given location. Then call that function in a loop that goes through the list of vertices.

    If the above is not helpful, please...
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    That's what a cube looks like under orthographic...

    That's what a cube looks like under orthographic projection when looking straight at a single face.
  14. That is a good point, open source (e.g. ParaView)...

    That is a good point, open source (e.g. ParaView) and commercial (e.g. Amira) visualization software can do this too.
  15. OpenGL can not help with that, since it is purely...

    OpenGL can not help with that, since it is purely a rendering API. You need an algorithm that can extract an iso surface (or iso line in the 2D case) from a scalar field; one algorithm that can do...
  16. I'm not sure that it is the reason for the...

    I'm not sure that it is the reason for the problem, but when asking OpenGL to write data to client memory (like glReadPixels does) the GL_PACK_* (not GL_UNPACK_*) pixel store settings are relevant.
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    See glGetFloatv...

    See glGetFloatv with pname = GL_MODELVIEW_MATRIX or GL_PROJECTION_MATRIX.
  18. So the GPU still has to perform a matrix times...

    So the GPU still has to perform a matrix times vector multiplication for each vertex - in other words you've not saved any work on the GPU. You can keep things more flexible without any loss of...
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    No, I meant the transformations that formed the...

    No, I meant the transformations that formed the image (the camera applies some projection to get light onto the sensor), those are the ones you'd invert to go from a pixel position to a real world...
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    That could be a coincidence. Have you checked the...

    That could be a coincidence. Have you checked the compile and link info log (glGetShaderInfoLog, glGetProgramInfoLog) for helpful messages?

    I meant writing it like this:



    vec4 color =...
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    I believe this type of problem falls into the...

    I believe this type of problem falls into the field of "computer vision" and you may have better luck asking in a forum that is dedicated to that topic - for example you could try the OpenCV (a...
  22. Before OpenGL supported generic vertex attributes...

    Before OpenGL supported generic vertex attributes there was a fixed set of them that you could specify (position, normal, color, secondary color, N sets of texture coordinates) and each had a...
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    Note that the built-in output variable is called...

    Note that the built-in output variable is called gl_FragColor (with '_' after gl).

    If you suspect the GLSL compiler to muck up something, you could try to assign the shader output (either built-in...
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    Hmm, that is not a term I'm familiar with - that...

    Hmm, that is not a term I'm familiar with - that being said, I don't think it is related to your specific problem: If I'm reading it correctly 'enableNormalColor' is only used in the function...
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    For completeness/nitpicking (;)) sake:...

    For completeness/nitpicking (;)) sake: glGenBuffers does not create buffer objects, it only reserves names for them. The actual object (i.e. the thing where the implementation stores state) is...
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