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Type: Posts; User: lobbel

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  1. Hello, so far I understood. Thank you to both of...

    Hello,
    so far I understood. Thank you to both of you.

    regards,
    lobbel
  2. Hello, and thanks for the fast answer. But I...

    Hello,
    and thanks for the fast answer. But I have one more question according to your point, that the ray direction is a position vector.
    The vector that points to the ray's origin is a position...
  3. intersection test, ray obb inverse model matrix

    Hello,
    let's say I've got an object bounding box and a ray. And I want to test wether the ray
    intersects the box or not. So I take the inverse matrix of the obb and multiply the
    ray's position and...
  4. Replies
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    1,799

    Re: GLM lib differences in matrix to quaternion ?

    Hello,
    let's see this short snippet



    glm::mat4 mat(1.0f, 2.0f, 3.0f, 4.0f,
    5.0f, 6.0f, 7.0f, 8.0f,
    9.0f, 10.0f, 11.0f, 12.0f,
    13.0f, 14.0f, 15.0f,...
  5. Replies
    3
    Views
    1,799

    GLM lib differences in matrix to quaternion ?

    Hello,
    I guess a lot of you people know about the awesome GLM math library. I've a question about the matrix to quaternion conversion. I tried out several "tutorials" and code snippets from the net...
  6. Replies
    5
    Views
    1,126

    Re: textures with pbo's

    Hello,
    thanks for your answer, that makes sense.

    regards,
    lobbel
  7. Replies
    5
    Views
    1,126

    Re: textures with pbo's

    Yes,
    a buffer is genereated whenever e new textures has been created.
    That's why I am asking wether this is a good idea or not.
    As far as I know there is a lot of overhead with respect to buffer...
  8. Replies
    5
    Views
    1,126

    textures with pbo's

    Hi there,
    I have a question about the use of PBOs with textures. I have seen in an open source engine that they use a PBO for each texture. That means operations like update will be performed by...
  9. Replies
    12
    Views
    2,872

    Re: GLM library, unresolved symbol

    Hello,
    I found "the problem". It is comparison.hpp and comparison.inl.
    There you declare the comparison operator for your datatypes


    //! Define != operator for vectors
    //! From...
  10. Replies
    12
    Views
    2,872

    Re: GLM library, unresolved symbol

    Hi,
    I was talking about version 0.9.0.2 and GLM_GTX_int_10_10_10_2.

    I have absolutely no clue why I get this error when including the
    ext.hpp.


    1>e:\Cpp\OglForum\Debug\OglForum.exe : fatal...
  11. Replies
    12
    Views
    2,872

    Re: GLM library, unresolved symbol

    Yes, I have. But I also have this problem
    with my visual studio 2010.

    Using a const_iterator solves the problem, but this one can't be used for deleting the mapped entry.

    Btw: I'm using GLM...
  12. Replies
    12
    Views
    2,872

    Re: GLM library, unresolved symbol

    Hello,
    I just tried it with the removed stdafx.h. It's the same
    problem as before. But when I remove the glm\ext.hpp it works.

    This works...


    #include <map>
    #include <utility>
    #include...
  13. Replies
    12
    Views
    2,872

    Re: GLM library, unresolved symbol

    Hello,

    I made a test project with visual studio 2005 and I can reproduce the error.

    here is the code


    // OglForum.cpp : Defines the entry point for the console application.
    //
  14. Replies
    12
    Views
    2,872

    GLM library, unresolved symbol

    Hello,
    I use the GLM math library in my opengl applications.
    When I store an Object into a stl::map that has members
    of types from GLM like glm::vec3 then I get an error for
    an unresolved...
  15. Replies
    2
    Views
    923

    Re: using opengl 3.x stuff in opengl 2.1 ??

    Thank you for this extensive explanation.
    So I better keep focus on the newer versions.
    Actually I wanted to mix the good things of both versions.
    Like outline fonts. It's more difficult to create...
  16. Replies
    2
    Views
    923

    using opengl 3.x stuff in opengl 2.1 ??

    Hello,
    currently I'm working with OpenGL 3.3 and I was wondering If can use new features from version 3.3 in OpenGL 2.1 ?

    As you know, you can use vertex attributes and declare them like...
  17. Replies
    2
    Views
    754

    the right way to share contexts ?

    Hello,
    how do I share contexts of different threads correctly ?
    I create a main render context in the main thread.
    Where do I have to create the second thread? The second thread
    does so loading...
  18. Replies
    1
    Views
    1,292

    opengl 3.x shader only drawing ?

    Hello,
    I created a VBO and a VAO and therefor defined the vertex attributes and also in my shader. Binding the shader and drawing the vbo works. But with out shader it doesnt work, well it draws...
  19. Replies
    2
    Views
    2,013

    Re: enormously z-fighting

    Thanks for the fast answer.

    I need the colors and the gradient for volume rendering. The color coded bounding geometry describe entrypositions for raycasting. And when moving the camera inside a...
  20. Replies
    2
    Views
    2,013

    enormously z-fighting

    Hi,
    there is a big problem with z fighting. A picture is worth a thousand words, so here it comes respectivly they come.

    http://img820.imageshack.us/i/zfightcr.jpg/ ...
  21. Replies
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    518

    blit fbo that has multiple textures bound

    Hello,

    with glBlitFramebuffer it's possible to copy the content from one buffer to another buffer. The short description and code at
    opengl.org about that features doesnt mention how to handle...
  22. Replies
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    Views
    1,604

    Re: vbo,ibo + Normals

    Thanks Pierre,
    I think you are talking about instancing, right? Also considered about this.

    regards,
    lobbel
  23. Replies
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    Views
    1,604

    Re: vbo,ibo + Normals

    Hi,
    tanks for the fast answer.
    regards,
    lobbel
  24. Replies
    5
    Views
    1,604

    vbo,ibo + Normals

    Hello,

    drawing a Cube with vbo is not difficult. I define 8 vertices and
    then create some indices to draw triangles with that given 8 vertices. But how to handle the normals ? When I wanted to...
  25. Replies
    0
    Views
    1,344

    ray-aabb intersection

    Hi there,
    there is a question again to volume rendering. I have an
    octree encoded in a 3d texture but only the deepest level.
    In my case, 32x32x32. Furthermore, there is a min max texture.
    The...
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