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Type: Posts; User: biller23

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    I solved the problem. I feel so stupid. The code...

    I solved the problem.
    I feel so stupid. The code I used for store and retrieve the dual part was flawed: the quaternions are supposed to be in Wxyz form in memory!

    Her's the corrected code:


    ...
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    Thanks, I tried as you suggested but nothing...

    Thanks, I tried as you suggested but nothing changed at all. If this is the right algorithm to blend Dual Quaternions, maybe I'm doing something wrong elsewhere.

    This are my quaternion / dual...
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    Wrong Blending of 4 Dual Quaternions

    Hi. I'm trying to move from matrices to dual quaternions (for skinning in Vertex Shader), but I'm in stuck.. in trouble.. Really I don't know where the problem reside.
    Look at this comparison...
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    Did anyone encounter a performance benefit using...

    Did anyone encounter a performance benefit using a separate VBO for only positions (ex. for depth pass, shadow mapping pass)?
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    Re: GLSL Shadow Map code sample.

    OMG you're right. I accidentally changed some piece of my spaghetti code, and.. tahdah.. it works! I can see the Moiré pattern!

    Thanks anyway.
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    Re: GLSL Shadow Map code sample.

    I have some trouble with the simple shadow mapping.
    I'm using textureProj() with sampler2DShadow.

    Maybe i put the wrong TextureMatrix.

    Proj-Light --> perspective projection of the light...
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    Re: Official feedback on OpenGL 4.2 thread

    This makes sense in the spec, but he's talking about the quick reference card. Why are these functions displayed there?
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    Re: Light in openGL

    Have you tried to set the vertex color calling glColor()? The vertex color needs to be different than the default black, becouse it will be multiplied with the texture color.
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    Re: Light in openGL

    With the fixed-functions pipeline, simply disable the lights.
    With shaders, simply use your diffuse color (from vertex or texture) directly as output of the fragment shader.
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    Re: Is my ortho projection correct

    He actually answered your question.

    With the command glScalef and so on, you're changing the projection setted by glOrtho. Switch to Modelview matrix before these commands or your projection...
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    Re: orthographics projection problem

    Just multiply "left" and "right" with aspect = screen_width/screen_heigth.

    BTW: no search engine works with "glOrtho aspect ratio"?
  12. Re: Orbit Rotation to Unit Directional Vector

    I'm not sure I've understood correctly what you have asked.

    Which directional versor?
    The forward direction of the camera? In this case it's simple. You can extract this vector easily from the...
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    Re: GLSL and discard? problem

    1) A scalar Boolean expression is expected.
    2) This is not a boolean operation.

    Try this:


    bvec3 bv = equal(color.xyz, vec3(1.0f, 0.0f, 0.0f));
    if ( bv.x && bv.y && bv.z)...
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    Re: Basic Movement on the Screen

    To achieve a "movement", you need to add an offset value to the current position. Suppose that the object is in the point 'p' = (x, y), and the change of position is 'offset' = (-2, 0), then the new...
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    Re: Local to World rotation angles.

    What do you mean with "local space"?
    To do a local space transformation (ex. rotation), you need to have three arbitrary orthonormal axes, and you must build a rotation matrix relative to these axes...
  16. Thread: Matrices math

    by biller23
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    Re: Matrices math

    I do not tested your code but the angles are in radians. Do not forget to convert them back.

    BTW: why have you decided to allocate memory in the heap during matrix multiplication?
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    Re: Regarding Projective Geometry

    What represents a Mat4 (m16]) if the elements of index [3], [7], [11] are not zero?
    (i know that perspective projection matrix has -1 on [7] elements, if i recall correct..)

    What happens if a...
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