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Type: Posts; User: Mukund

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  1. Replies
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    I'm running the GL samples pack by Christophe:...

    I'm running the GL samples pack by Christophe: http://www.g-truc.net/
    It's using the Core profile.
    It lists ARB_bindless_texture as not supported as well :/
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    Bindless textures support

    Hi All,

    I'm trying to run some examples on bindless textures on Windows 7, and my GPU[NVIDIA GT 630] doesn't seem to support it.
    I installed the latest drivers, and I checked the supported...
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    CPU side copies of data

    Hi All,

    I was wondering when exactly a copy of CPU data is made into the GPU. For example, we say glGenBuffers() followed by glBufferData().
    Now, is the CPU vertex data copied to the GPU when the...
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    Drawcalls being an overhead

    Hi All,

    I have heard that using too many draw calls is an over-kill and thus we do batching.
    I have some basic questions regarding the same.

    1) This overkill is due to the fact that we might...
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    I don't understand this part: ...

    I don't understand this part:

    texture2D(iChannel0, vec2(r, a));

    Should this expect a vec2() in cartesian form? How does it work with polar as well?
    That is what i'm not able to follow. Sorry,...
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    Thanks for the reply. I was just trying some...

    Thanks for the reply. I was just trying some stuff on shadertoy.

    Here is the code:
    https://www.shadertoy.com/view/XdBSzz

    This needs WebGL support. As you can see, it actually samples in a...
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    Polar coordinates in texture2D

    Hello All,

    I was trying some sample shaders and i understand that we can supply polar coordinates to texture2D() instead of
    Cartesian.
    So, texture2D(sampler, vec2(r, theta)) actually sampled the...
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    Re: Regarding the projective space

    Thanks for the reply mbentrup!
  9. Replies
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    Regarding the projective space

    Hello All!

    I am reading this excellent collection of articles on projective spaces, transformations etc.

    I came across this sentence:


    LINK

    I'm not able to understand what exactly...
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    Re: Regarding "A pixel is not a little square"

    Thanks for the replies. So, he just means to say, the color at a pixel could be the result of samples from many neighbouring pixels, and not just one pixel?
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    Regarding "A pixel is not a little square"

    Hello All!

    This is with reference to the famous article "A pixel is not a little square" by Alvy Ray Smith. Well i tried reading it a couple of times. But i got lost somewhere after the second...
  12. Thread: Billboarding

    by Mukund
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    868

    Billboarding

    Hello,

    I am trying to get billboarding to work. I needed a little clarification. This is the way i tried:

    From the modelview, i obtain the following:



    -- --
    | x1 y1 z1 ...
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    Re: zoomWithRespect to model center point.

    Hello,

    You can try this:

    Say the model is at (Wx, Wy, Wz) in world coordinates, bring the model to the origin. So, do a translate of (-Wx, -Wy, -Wz). Scale it, then translate back.

    So, your...
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    Re: Suggestion regarding book

    Thanks for the suggestions mobeen, tksuoran.
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    Suggestion regarding book

    Hello everyone,

    I was looking for a book that explains in depth about lighting in Computer Graphics. The books i read used to deal with lighting in a brief manner. i.e provide a lighting...
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    Re: Regarding use of Multiple Shaders

    Thanks for the suggestion thokra!
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    Re: Regarding use of Multiple Shaders

    Thanks for the reply Thokra

    What is the general approach followed? In case of games they have so many complex animation effects. They would be using mutiple shaders right? Having multiple effects...
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    Regarding use of Multiple Shaders

    Hello everyone,

    I have a bunch of animations done in a scene. These animation effects are achieved in different shaders. This is how I'm using multiple shaders.



    void renderScene(void)
    {
    ...
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    Re: Bypass parts of pipeline

    Thanks for the answers :)
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    Bypass parts of pipeline

    Hello everyone,

    I was wondering if its possible to obtain the contents of the framebuffer, then update it somehow and then get it back refreshed on the screen?
    Well i could use an FBO, render to...
  21. Thread: drawing problem

    by Mukund
    Replies
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    589

    Re: drawing problem

    Giving Z as 0.0f would definitely not work. That is behind the specified near plane.

    Try to visualize the frustum and verify if your object is within the view frustum.

    Convert the...
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    Re: Light Source rotating with object

    Thanks Carsten Nuemann.



    Yes. I'm giving it in eye space.



    Yeah, i guess that was the problem. I increased the specular colour. Now it is better. But it looks quite different with the...
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    Re: How costly is a sqrt in a fragment shader?

    @aqnuep: Thanks!

    @Groovounet: Well GLSL version 1.2(the one i'm using) doesn't seem to support it. But yeah, i didn't know we could use mix that way from 4.0 onwards.
    Thanks!
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    Re: How costly is a sqrt in a fragment shader?

    Hmm, i came up with this one:


    float val = step(dis, 5.0);
    gl_FragColor = mix( color * vec4(0.5, 0.5, 0.5, 1.0),
    color * vec4(1.0, 1.0, 1.0, 1.0),
    ...
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    Re: How costly is a sqrt in a fragment shader?

    Thanks V-man, aqnuep, mbentrup.

    @V-man

    >> and then you change your "if (dis <= 5.0)"

    I didn't quite get you. Change that to what?
    Thanks!
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