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Type: Posts; User: Dark Photon

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by Dark Photon
Replies
11
Views
443

### Just to be clear, we're talking about the...

Just to be clear, we're talking about the light-space frusta here used to render your shadow maps. Let's take the different sides of those light-space frusta in-turn.

First, the "sides" of each...

by Dark Photon
Replies
11
Views
443

### Ok, looks like the artifact is probably on a...

Ok, looks like the artifact is probably on a split boundary.

First, are you doing any culling to decide what objects to cast into what split shadow maps? If so, turn that off for now and render...

by Dark Photon
Replies
11
Views
443

### Should be. That pertains to CameraFrustum ret. ...

Should be. That pertains to CameraFrustum ret. What I'm talking about is the splitDistance calc below that.

Sure thing. Just make sure you compare an eye-space frag position.

Also (related...

by Dark Photon
Replies
11
Views
443

### Why not? I do, for forward and deferred shading....

Why not? I do, for forward and deferred shading.

Yeah, this is what's confusing to me. First, averaging a bunch of 4D (3D actually) points doesn't make sense to me. Second, the points...

by Dark Photon
Replies
11
Views
443

### Ok, I'll take your word for that. The compute...

Ok, I'll take your word for that. The compute logic bothers me.

Assuming the distances are correct, this looks reasonable. Have you printed the values to ensure that they are correct?

by Dark Photon
Replies
11
Views
443

### I don't understand what you're doing here and...

I don't understand what you're doing here and why. It doesn't mesh with what you say you're trying to do.

Why aren't you just computing your split distances in eye-space, for instance:

...
7. ## Thread: Out_of_memory

by Dark Photon
Replies
5
Views
324

### First, please put code between ... or ... tags...

First, please put code between
... or ... tags so that it formats properly and is more readable.

Second, calling glGetError() is invalid inside a display list.

Third, the GPU is just going...
8. ## Thread: How to add encapsulation, abstraction, polymorphism, inheritance in my pong game?

by Dark Photon
Replies
2
Views
218

### See question #6 in the Forum Posting Guidelines...

See question #6 in the Forum Posting Guidelines.

If you've got a "specific" question about OpenGL and how it works, we might be able to help you. But we won't do school homework/projects for you....
9. ## Thread: Simple (not for me) rotation question

by Dark Photon
Replies
2
Views
212

### The forums experienced some database problems...

The forums experienced some database problems (had the same happen to me as you did above), but James has put things back together on the server end.

Does anyone claim the original post? If not,...
10. ## Thread: gl_NormalMatrix, gl_Normal are deprecated?

by Dark Photon
Replies
7
Views
428

### I would verify that your light source...

I would verify that your light source position/direction is also in eye-space before you put it the lighting equation with "normal".

If still problems, post some glsl source code, in a ... or ...
11. ## Thread: calculate zBuffer-accept wrong values

by Dark Photon
Replies
3
Views
390

### For a perspective frustum with glDepthRange 0..1:...

For a perspective frustum with glDepthRange 0..1:

eye.z = near * far / ((depth * (far - near)) - far);

where eye.z = eye-space Z and depth is the 0..1 depth buffer value.
12. ## Thread: 4x4 Transformation Matrix question

by Dark Photon
Replies
1
Views
292

### Yes. They can affect the translation...

Yes.

They can affect the translation components too, depending on your order of multiplication. Also, regardless, they will affect the translation components of subsequent transformations.
...
13. ## Thread: Application crash when calling gluEndSurface if trim curves have gaps or reversed etc

by Dark Photon
Replies
1
Views
228

### Have you run a memory checker on it such as Dr....

Have you run a memory checker on it such as Dr. Memory, UMDH, Purify, etc.? I would ensure that there are no 32-bit-isms running around corrupting your memory (e.g. blindly assuming that pointers...
14. ## Thread: Video Hardware Acceleration Support

by Dark Photon
Replies
1
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247

### I thought the Windows support was called...

I thought the Windows support was called PureVideo.
15. ## Thread: using gcc with opengl

by Dark Photon
Replies
24
Views
1,389

### For that first code fragment, you're going to...

For that first code fragment, you're going to need to link with the modules providing the interfaces defined in GLTools.h and GLShaderManager.h. That is, whatever libs or object files define...
16. ## Thread: How to specify the size of an object [VBO] [Rendering]

by Dark Photon
Replies
1
Views
250

### When rendering with GL_QUADS, each group of 4...

When rendering with GL_QUADS, each group of 4 verts defines a single quad (the end of each quad is implicit), and the count argument to glDrawArrays specifies the number of vertices.

You may need...
17. ## Thread: Stencil BUffer Functioning

by Dark Photon
Replies
3
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383

### Yes, once the triangles dispatched in DrawTri()...

Yes, once the triangles dispatched in DrawTri() are rasterized on the GPU.
18. ## Thread: Stencil BUffer Functioning

by Dark Photon
Replies
3
Views
383

### This says that the stencil "test" will always...

This says that the stencil "test" will always fail. What happens when it fails is dictated by the first argument to glStencilOp(). You state in the next line that it should replace the stencil...
19. ## Thread: Strange light behaviour (Fixed pipeline)

by Dark Photon
Replies
7
Views
498

### After you've made a few posts (to verify you're...

After you've made a few posts (to verify you're not a spammer), it'll let you. For now, just post a URL to the picture, possibly putting spaces in the URL or removing the leading http:// to post it,...
20. ## Thread: Difference in performance using glTexImage2D and glCompressedTexImage2D

by Dark Photon
Replies
4
Views
471

### How are you determining this? Let's see some...

How are you determining this?

Let's see some timing code.

Also, how are you uploading it? Directly, or via PBO? If the latter, how long are you waiting before you latch the data?

by Dark Photon
Replies
10
Views
1,165

### You can try it, but intuitively it doesn't feel...

You can try it, but intuitively it doesn't feel right. See the first diagram here:

* OpenGL Transformation (Song Ho Ann)

I'd suggest you just compute your frustum corners in eye-space (this is...
22. ## Thread: Problem with GLX

by Dark Photon
Replies
4
Views
414

### Yep, certainly indicates that you don't have...

Yep, certainly indicates that you don't have OpenGL drivers properly installed on your Lenovo IdeaPad Y580.
23. ## Thread: GL_TRIANGLES or GL_TRIANGLE_STRIP the Preferred Primitive?

by Dark Photon
Replies
2
Views
287

### Unindexed TRIANGLE_STRIPs, once in-vogue, yield...

Unindexed TRIANGLE_STRIPs, once in-vogue, yield lower performance than properly optimized indexed TRIANGLES. The reason is the work saved (vertex shader executions saved) due to proper use of the...
24. ## Thread: Problem with GLX

by Dark Photon
Replies
4
Views
414

### This suggest that your vendor's OpenGL driver may...

This suggest that your vendor's OpenGL driver may not be properly installed on your system.

Run:

xdpyinfo
glxinfo

and post the output in
... blocks.
25. ## Thread: GLSL fragment texturing with instancing

by Dark Photon
Replies
5
Views
581

### If pre-Kepler (pre-680) and/or cross-vendor...

If pre-Kepler (pre-680) and/or cross-vendor compatibility is important, see mhagain's reply. This only requires an OpenGL 3.x capable card, and is cross-vendor.
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