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  1. I'm a long time in 3D terrain rendering for GIS,...

    I'm a long time in 3D terrain rendering for GIS, and I wanted to develop algorithm to precisely render the whole planet using clipmaps (with cm precision or higher).
    Something like Google Earth, but...
  2. There is some sample code...

    There is some sample code from the first edition, but I don't think you need it. As I said, build some sample application (from tutorials) and then try to add/change functions according to examples...
  3. Use tutorials just to get quick start and make...

    Use tutorials just to get quick start and make the first application running, but then spend some time in getting basic knowledge from the books.
    OpenGL Superbible is quite OK. It is more "tutorial"...
  4. What books and tutorials have you found? For the...

    What books and tutorials have you found?
    For the beginning I would recommend OpenGL Programming Guide (pre-8th edition). There is also online version of some of the earliest editions. You need to...
  5. 1. Your grid is not correct. It bends and returns...

    1. Your grid is not correct. It bends and returns to start, or something like that. Take a look at disjointing edges going to the far end. Draw wireframe only and you'll probably see the problem.
    ...
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    Of course, since it is called for the...

    Of course, since it is called for the projection-matrix stack and after that annihilated by calling glLoadIdentity!
    After setting the projection, you should revert to Model-View matrix stack....
  7. And load new functions not exposed by windowing...

    And load new functions not exposed by windowing API, and make shaders for drawing, and make some shaders loading code, and make buffers for even the smallest primitives (or make them procedurally),...
  8. This is also fairly easy. Fixed functionality is...

    This is also fairly easy. Fixed functionality is easier (up to certain extent) but shader based approach is more flexible. If you are ready to learn, start with GL 3+, but be prepare to spend a long...
  9. Your project is extremely simple. If you want to...

    Your project is extremely simple. If you want to learn modern OpenGL, then and only then you should use OpenGL 3+. But the development would last very long. Using legacy (fixed function) OpenGL would...
  10. It sounds like z-fighting. What are z-depth, near...

    It sounds like z-fighting. What are z-depth, near and far clip distances, and values for the grid vertices. Also, you could post an image that illustrates the issue.


    I seems ridiculously small....
  11. Did you take a look at the specification of the...

    Did you take a look at the specification of the function glFrustum?

    With glVieport(0,0,1280,720) you have set viewport to a whole screen or window (probably), that is not a square, but a...
  12. The projection is wrong. glFrustum() has wrong...

    The projection is wrong. glFrustum() has wrong parameters. Both bottom and top values are 1. It is strange that you have any output.
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    You can't determine it! You have to set it....

    You can't determine it! You have to set it.
    Please, carefully read the following chapter, and take a look at fig.3-12.
    Up vector can be whatever you set. It should be perpendicular to Direction,...
  14. Your problem is in the for-loop, and the way you...

    Your problem is in the for-loop, and the way you are displaying triangles. Most of the normals are not correct, too.
    I really have no time to analyze what you are actually doing, but try to set
    ...
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    If the camera position is (0,500,0) and the...

    If the camera position is (0,500,0) and the target is at (0,0,0), there is an infinite number of Up vectors that can produce valid output.
    For example, if Up vector is (0,-1,0) you'll see the object...
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    No, it is not. If camera is looking down the...

    No, it is not. If camera is looking down the X-axis, you'll get zero-vector.
    Up vector should be the property of the camera. Or even better, use quaternions.
  17. I have no experience with Android platforms, but...

    I have no experience with Android platforms, but on desktops it works fine.
    And, of course, I hope you will not call 6000 times glTexSubImage2D() in each draw-call. Just when some "pixel" has...
  18. Before going any further, please read this...

    Before going any further, please read this.
    You should not call glOrtho while GL_MODELVIEW_MATRIX stack is selected.

    If you do that, matrix at the top of MODELVIEW stack is multiplied with...
  19. The Option 2 is simpler to implement and is...

    The Option 2 is simpler to implement and is faster AFAIK. Updating a small portion of a texture with glTexSubImage2D() is immensely fast. You could just call it in setPixel() defining offsets with x...
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    This qualifies you to be banned on this site...

    This qualifies you to be banned on this site also!


    This is the greatest nonsense I've recently heard. What operating systems are you using? Windows? Period!
    No other comments are necessary....
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    :biggrin-new: There is no such function! OpenGL...

    :biggrin-new: There is no such function!
    OpenGL cannot even read a bitmap, and you want "a function" to animate humans.
    It is a very advanced topic including loading mesh, skeletal animation,...
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    Support of double precision is hardware...

    Support of double precision is hardware dependent. AFAIK NV GT200 is the first GPU with DP support (IEEE 754-1985), but many GPUs released after it didn't have DP (for example Radeon HD 7670 released...
  23. Why then there is no way to retrieve some...

    Why then there is no way to retrieve some meaningful names for each ID?
    It is not a problem to have different counters in different hardware, but there should be a way to know what they mean.
  24. I completely agree that having a unified...

    I completely agree that having a unified performance monitoring API could be very useful. So, you have my vote.

    But, instead of reading AMD_performance_monitor, did you try to use it?
    Try and...
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    Thank you, arekkusu, a million times! :) This...

    Thank you, arekkusu, a million times! :)
    This works excellent!
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