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Type: Posts; User: Aleksandar

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  1. The metric for geometry clipmaps does use FOV to...

    The metric for geometry clipmaps does use FOV to calculate the approximate screen-space triangle size (s):

    s = 1.25 * W / (n * tan(phi/2)) [pix]

    where W is the window width, n is the size of...
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    NV G80 is OpenGL 3.3 capable hardware, hence,...

    NV G80 is OpenGL 3.3 capable hardware, hence, 9400 GT should also be. Try to download and install appropriate driver (something from the late 2010. or early 2011.).
  3. Up to my knowledge, TEXTURE_CUBE_MAP is not very...

    Up to my knowledge, TEXTURE_CUBE_MAP is not very useful in a plant-sized terrain rendering. Maybe TEXTURE_CUBE_MAP_ARRAY could be useful, but, on the first thought, it complicates the update greatly....
  4. Well, not most of them, just cylindrical...

    Well, not most of them, just cylindrical projections (like equidistant cylindrical and Mercator). All projections that project the Earth onto a single plane have singularities, but those...
  5. The distortion is inevitable whenever you try to...

    The distortion is inevitable whenever you try to project surface from one shape to the other. What you should search for is not a "pre-distort" but "map projection". It is the issue that has been...
  6. Although I reread your post twice, I still don't...

    Although I reread your post twice, I still don't understand what the problem is. Probably because you are using wrong terms in describing the problem.
    If you want to map the sphere onto the faces of...
  7. No. There is on profiles in OpenGL 3.0. Alfonse...

    No. There is on profiles in OpenGL 3.0. Alfonse noticed the error and changed it today.

    By the way, wikis should never be used as references.


    I don't know the answer since I've never used...
  8. Ptofiles were introduced in GL 3.2.

    Ptofiles were introduced in GL 3.2.
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    OK! That is ROAM. If you need it, you could...

    OK! That is ROAM. If you need it, you could implement it. What's the problem?
    It isn't efficient, or GPU friendly. But if you need ROAM's way of terrain rendering be free to implement it.
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    First, we should clarify whether you need a...

    First, we should clarify whether you need a terrain LOD scheme or a general mesh LOD scheme. The techniques used in these two schemes are quite different. Although it seems easier to deal with the...
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    I strongly recommend you to avoid ROAM. It is an...

    I strongly recommend you to avoid ROAM. It is an ancient method, from the time when GPUs are slow and the minimization of the number of triangles drawn was of high priority.
    However, nowadays GPUs...
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    I'm not familiar with C#. Maybe it would be...

    I'm not familiar with C#. Maybe it would be useful to take a look at "3D Engine Design for Virtual Globes", chapter 10 (Exploiting Parallelism in Resource Preparation). Authors did an excellent job...
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    This is not very wise organization. Why don't you...

    This is not very wise organization. Why don't you organize all rendering in a single (renderer) thread, load resources in the separate thread and leave the main thread for other stuff?
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    Ups, I found where you made a mistake! You...

    Ups, I found where you made a mistake!
    You assume that W/HFOV = H/VFOV, where HFOV is horizontal FOV, VFOV - vertical FOV, H - screen height and W - screen width. That is not correct!
    If VFOV is 45...
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    I didn't say it is not a respectable software,...

    I didn't say it is not a respectable software, just that I have no time to try it.
    On the other hand, I have expected you to explain where the problem is. You just noticed that there is an issue....
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    I really have no time to read through the...

    I really have no time to read through the Matlab's CCT documentation. Maybe you could concertize what's the difference between CCT and your calculation of vertical FOV.


    How can the focal length...
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    As you have already noted, there are no standard...

    As you have already noted, there are no standard libraries to support OpenGL based application development.
    But I like it very much because only a vendor driver and glext.h (and glxext.h/wglext.h)...
  18. How do you suppose to rotate a point in infinity...

    How do you suppose to rotate a point in infinity around anything?

    Before being aware of the problem, you have to understand homogeneous coordinates. Your "lightPosition" is actually not a...
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    What made you ask such question? The way it is...

    What made you ask such question? The way it is formulated makes it meaningless. That's probably why somebody (not me) rated it with a single star.

    If you generally ask about realism, probably the...
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    I hesitated whether to post any comment on this...

    I hesitated whether to post any comment on this thread, but such naive question provoked me to write a line or two.

    Well, if you want to shoot a rabbit, would you use a heavy artillery or a rifle?...
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    There is a lot of peculiar facts in your post....

    There is a lot of peculiar facts in your post. But, let's start from the beginning.


    Why do you want to draw 20M point sprites when 1080p full HD screen has just 2M pixels? OK, maybe you have 4K...
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    I'm sorry for interfering, but why don't you use...

    I'm sorry for interfering, but why don't you use a selection mechanism available in the legacy OpenGL?
    It would save you from all the trouble, like converting the screen coordinates to the...
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    Believe it or not, but it doesn't matter. On my...

    Believe it or not, but it doesn't matter. On my Win7 it works perfectly whatever value is set. It seams the version is completely ignored.
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    Agree! In that context, Crunch (with...

    Agree! In that context, Crunch (with m_dxt_quality = cCRNDXTQualityUber and cCRNCompFlagPerceptual = false) is the best solution.


    GL DXT compression has the worst quality, as you can see from...
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    Thank you, Alfonse, for being the common sense of...

    Thank you, Alfonse, for being the common sense of this forum! I really appreciate your opinion and completely agree with everything said, but I tried to stress something different.



    I didn't...
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