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Type: Posts; User: debonair

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  1. Replies
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    You can use MSAA feature.

    You can use MSAA feature.
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    Great.!! Thanks .!!

    Great.!! Thanks .!!
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    Graphics architecture Books

    I am interested in learning the graphics architecture in detail, like how does vertex assembler, rasterizer, texel fetcher, fragment shader works from the hardware point of view. can anyone please...
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    alpha to coverage

    I have question about the working of alpha to coverage. Coverage value specifies that which samples of a pixels are covered by the primitive. with alpha to coverage, we AND alpha value with coverage...
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    are we assuming that stages are running in...

    are we assuming that stages are running in parallel?
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    locating bottleneck in graphics pipeline

    if we want to check if the particular stage is causing bottleneck in the pipeline or not we decrease the load in that stage and if the FPS increases then that stage is a bottleneck. For example in...
  7. Multisampling with triangles sharing the edge

    According to my understanding:

    Multisampling: Consider we have primitive with 4X multisampling and only 1 sample is covered by primitive. So it calculates the percentage (pixel coverage based on...
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    Thanks all for your inputs. I think I put the...

    Thanks all for your inputs.
    I think I put the question not in correct way. So I am explaining it here again. We have a object which we rotate it around X- axis now our coordinate system rotates...
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    Transformation in Fixed coordinate system

    I have been reading some posts about rotation around the fixed axis and I have some doubts.
    If we want to rotate in the global coordinate system, we need to premultiply the matrix and if we want...
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    Deferred Shading

    in first pass, we execute VS and FS for all the objects in a scene so MRT will have values for closest pixels. Now in light pass, do we execute the VS for all the objects a scene ? if yes, then FS...
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    glDepthRange()

    I am bit confused with working of glDepthRange(). I have following doubts:
    1. does it specify the accuracy or resolution of depth buffer values. for example, range 0..2000 will have more accurate...
  12. Storage of texture and framebuffer attachement

    Texture Data: When we call glTexImage() it uploads data on GPU, in which memory (EDRAM or shared memory for Streamline processors) this data is stored? When we call glGenerateMipmap() does it create...
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    Got it working: float3...

    Got it working:



    float3 pos=gin[0].Position.xyz;
    float3 right=float3(InverseView[0][0],InverseView[1][0],InverseView[2][0]);
    float3...
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    I was wrong, they should be facing towards the...

    I was wrong, they should be facing towards the camera and should not disappear.
    In above code, I am multiplying position by world matrix, and passing this position into GS, which is wrong. Now...
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    camera movement in particle system

    I am rendering particles with billboard technique. The problem is that when I move the camera to extreme right side, still they get displayed. But when I move the camera to left side they turn and...
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    Can you please specify the equations? I am...

    Can you please specify the equations?
    I am using billboard technique to render particles. Here is my part of the geometry shader:



    vec3 pos=gl_in[0].gl_Position.xyz;
    vec3...
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    bounce.!!!

    bounce.!!!
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    particle system

    I am implementing particle system in which I want particles to rotate around each other i.e. its own axis along with translational motion outwards from the emitter.
    I have outward motion of...
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    check your glActiveTexture() and glUniform()...

    check your glActiveTexture() and glUniform() calls for samplers when you attach it to both the textures.
  20. this might not be related to original post but...

    this might not be related to original post but just curious to know, how would rasterizer works in case of 2 triangles who share the edge?
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    you need to bind same FBO for every side of the...

    you need to bind same FBO for every side of the cube. it would be somewhat like:


    glBindFramebuffer(GL_FRAMEBUFFER,FboObject);
    for (face = 1; face < 6; face++) {
    Draw();
    ...
  22. 1,2. if it works for default, that means it is...

    1,2. if it works for default, that means it is enabled.
    3. you should create a depth attachment (renderbuffer).
  23. checklist: 1. You have cleared depth buffer and...

    checklist:
    1. You have cleared depth buffer and have set the function.
    2. While creating context, you have enabled depth buffer bit.
    3. your depth attachment.
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    I am still confused with how it works. Initially...

    I am still confused with how it works. Initially we are taking normalized coordinates and multiplying it with inverse projection matrix to get coordinates into view space, but in the reverse step (...
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    Thanks a lot. I forgot to apply camera...

    Thanks a lot. I forgot to apply camera transformation. :)
    It works now :)
    One doubt, after applying projection matrix, vertices will be in clip coordinate space and not in NDC right? but we are...
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