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Type: Posts; User: Mikkel Gjoel

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    What you are asking for will result in popping,...

    What you are asking for will result in popping, which is probably not desirable either - just so you are aware.

    But, if you are certain that is what you want, a solution could be manually sampling...
  2. ...for point-lights, the easiest is the use a...

    ...for point-lights, the easiest is the use a depth-cubemap... slightly harder is doing a dual-paraboloid shadowmap...
    http://graphicsrunner.blogspot.dk/2008/07/dual-paraboloid-shadow-maps.html
    ...
  3. Yup, shadowmapping, e.g....

    Yup, shadowmapping, e.g. http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/
  4. Forward shading in many ways is the most...

    Forward shading in many ways is the most flexible, but has pipeline drawbacks (tons of shader-combinations, too much cpu-work etc). Versions of precomputed-light combined with a forward pass (light...
  5. Yes, it would be great to get rid of the...

    Yes, it would be great to get rid of the redundancy of dsa - for all the effort going into cleaning up OpenGL, dsa adds a remarkable amount of new cruft - complicating the API unnecessarily.

    If we...
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    Have a look at this presentation about Screen...

    Have a look at this presentation about Screen Space decals, essentially rendering "on the depthbuffer"....
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    While this is somewhat unconventional, and will...

    While this is somewhat unconventional, and will not result in the simplest possible code, I regularly argue for creating code that require no prior knowledge to read. In the case of a matrix-library,...
  8. I just want to add that, like...

    I just want to add that, like shadowmap-rendering, your fragment program can be a complete passthrough (here glsl330):


    vertex program:

    layout(location = 0) in...
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    Have a look at the work done here:...

    Have a look at the work done here: http://www2.compute.dtu.dk/~janba/Wireframe/ - nvidia implementation (though in opengl) here:...
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    Yes, exactly :)

    Yes, exactly :)
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    As far as I am aware, both are right, they are...

    As far as I am aware, both are right, they are talking about two different scenarios.

    If you switch between fewer rendertextures (of same size) than the maximum number of FBO-attachments, you can...
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    Re: amd: no callstack with debug context

    Alfonse - I am, not just the infolog.
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    amd: no callstack with debug context

    I have had this issue for a while: When running on an AMD card with an OpenGL debug context, the callstack is severed at the driver-level, when receiving debug-callbacks. Same code gives a full...
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    Re: PerfHUD for opengl

    Your best bet for performance profiling currently is either gDebugger ( http://www.gremedy.com/download.php ), or rolling your own using timer-queries.

    Nvidia's NSIGHT does show you the time each...
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    Re: From Z-up to Y-up

    If you don't multiply an axis by -1, you'll end up with mirrored models with all the joys that come with that - inside-out, inverted triangle-winding and normals.

    Rotating should be fine, and...
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    Re: FBO stencil test

    Completely dodging your question, you should be able to render your skybox by simply checking against the depthbuffer.

    So for example:
    - clear depth+color
    - render g-buffers
    - calculate...
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    Re: HDR in older cards, how?

    Also have a look for logLUV and RGBM (particularly useful for lightmaps). And "light indexed deferred rendering".

    - for available texture-formats, see...
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    Re: Storing Lines in Obj File

    http://local.wasp.uwa.edu.au/~pbourke/dataformats/obj/


    You store lines in an obj-format like you say


    And display it in your program like carsten says
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    Re: Loop Subdivision

    The Real-time rendering-book is your friend. Go get it! Depending on how fast you need the subdivision to be, versus how much time you want to spend implementing it, this is the fastest way to do...
  20. Re: Need some advice about cascaded shadowmap

    The most common way to layout cascades is in a texture-atlas. Have a look at this presentation:

    http://www.slideshare.net/repii/02-g-d-c09-shadow-and-decals-frostbite-final3flat

    Also, just for...
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    Re: Creating a Bezier's path

    The magic search-words are "ark length parameterization". See e.g. http://www.saccade.com/writing/graphics/RE-PARAM.PDF
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    Re: Automatic Rendering function or library

    Generating faces from a set of points is not trivial, and is well outside the domain of OpenGL. There are a number of libraries and programs that will do this for you - have a search around for...
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    Re: Question regarding cascaded shadow map

    1. Yes, layout your cascades in a texture-atlas (often 2x2).

    2. A directional light is an orthographic projection, you can't sensibly use a perspective projection instead. I don't know what you've...
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    Re: Too far from origin (again)

    You don't need to subtract the viewpoint from the model-vertices.

    You need to create a single origin for your model-vertices (e.g. the average), and make your vertices relative to this origin.
    ...
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    Re: JoinSwapGroupNV

    Do you have gen-locked nvidia quadro-cards synced up between the two machines? Otherwise this won't work... just asking to make sure :) Also, this won't actually get you the same frame on both...
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