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Type: Posts; User: MtRoad

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  1. The half-vector is used in specular lighting and...

    The half-vector is used in specular lighting and represents the normal at micro-imperfections in the surface which would cause incoming light to reflect toward the viewer. When the half-vector is...
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    I don't have familiarity with NetBeans and came...

    I don't have familiarity with NetBeans and came to Mac Development from Linux. I used Eclipse, MVC++, RealJ, IntelliJ and command tools in the past for development, so here's what I've done to give...
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    Awesome discussion all. Does anyone have any...

    Awesome discussion all. Does anyone have any recommended reading further on GPU architecture and instructions?
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    Yandersen's dark and hilarious Canadian humor...

    Yandersen's dark and hilarious Canadian humor aside, we need more information to help you (shader program if applicable, the actual draw calls, VBOs, and projection/camera/modelview matrices, etc.). ...
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    Kudos on an interesting way to do a...

    Kudos on an interesting way to do a screen-filling fan. I'm going to have to try that.
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    Just think, any immersive 3D world must draw...

    Just think, any immersive 3D world must draw something in every pixel, and hence must run a shader at least once for every pixel.


    Every fragment doesn't get its own GPU thread, it is determined...
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    Tutorials are just tutorials. Sometimes a teacher...

    Tutorials are just tutorials. Sometimes a teacher won't show the full details to prevent the pupil from being overwhelmed initially, and then incrementally add complexity as the pupil's understanding...
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    Are you drawing a full-screen quad for...

    Are you drawing a full-screen quad for postprocessing? If you are, I'd suspect that your quad has one vertex in the center of the screen and one slightly offscreen (mapping to x=>1 in the lower right...
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    Your first triangle is wound counter clockwise...

    Your first triangle is wound counter clockwise and your second is wound clockwise. If you enable face culling this is probably the issue because one of the two will be culled.

    Try:


    ...
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    When using FPS, the rate for the last second...

    When using FPS, the rate for the last second isn't necessarily the best rate. I like also to use an average over the life of the program, minimum FPS (after the program is running), and an average...
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    I wholeheartedly agree with you. Asking for help...

    I wholeheartedly agree with you. Asking for help on undocumented features or to ask for references or debugging help is ok IMHO. I'm just pointing out that there are MANY people at "work" who cheat...
  12. I'm not sure I understand your question, so I'll...

    I'm not sure I understand your question, so I'll just explain what your code does.

    Vertices perform a series of transforms before they are drawn on screen. You are using the older "fixed-function"...
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    Have you heard of stack overflow? I've seen MANY...

    Have you heard of stack overflow? I've seen MANY work-related posts there.

    BUT! your point still stands.
  14. Sorry I missed it earlier. A bound texture is...

    Sorry I missed it earlier. A bound texture is multiplied by the current color when performing texturing. Add glColor3f(1,1,1) before you draw the texture.



    glEnable( GL_TEXTURE_2D );
    ...
  15. My bad. Use the first code snippet to fix the...

    My bad. Use the first code snippet to fix the ribbon. I must have forgotten to change it in the second.
  16. Your "ribbon" quad is not wound counterclockwise...

    Your "ribbon" quad is not wound counterclockwise which is why it displays as a ribbon.


    glBegin (GL_QUADS);
    glVertex2d(400.0,100.0);
    glVertex2d(700.0,100.0);
    glVertex2d(700.0,300.0);...
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    I'm not sure your ortho matrix is correct. This...

    I'm not sure your ortho matrix is correct. This is what glOrtho uses:



    2
    ------------ 0 0 tx
    right - left

    ...
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    I think you may be exceeding the maximum number...

    I think you may be exceeding the maximum number of varying components. You can check with glGet to see how many you can use.



    GL_MAX_VARYING_COMPONENTS
    data returns one value, the number...
  19. Did you try going to the "Product" menu and hit...

    Did you try going to the "Product" menu and hit "Run"?

    Make sure you created the Xcode project using CMake and not manually.
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    You can use a single big VAO, but this makes you...

    You can use a single big VAO, but this makes you need to rebind each VBO and then setup all the vertex attrib pointers, over and over again. I had been doing that until someone here on the forums...
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    I'd extract all the data-setting elements for the...

    I'd extract all the data-setting elements for the geometry into a struct or class and call it something like "Model" or "GeometryPacket". You need a VAO per different VBO and different set of program...
  22. This is a really basic camera class that I made...

    This is a really basic camera class that I made for basic use. I've done animations between positions before, but I'm trying to keep my code as simple and easy to understand as possible right now...
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    What you are experiencing is called "Gimbal Lock"...

    What you are experiencing is called "Gimbal Lock" since you are doing "roll/pitch/yaw" with Euler Angles. Because the rotations are done in turn, when one axis causes a rotation which aligns itself...
  24. You can get a significant boost of time savings...

    You can get a significant boost of time savings from caching everything you can and using it as much as possible before you move onto something else or change something. The same concept works with...
  25. I applaud you recognizing an additional test you...

    I applaud you recognizing an additional test you are doing per frame. However, I would really doubt that a single IF statement could be that much of a performance problem. The penalty from...
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