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Type: Posts; User: Kealor1458

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    This is solved god damn it. I was passing...

    This is solved god damn it.

    I was passing blur_diameter as a float instead of an int.

    delete this, report me and end my life pls.
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    Blur shader crash

    So i'm trying to set up a sample-dynamic blur shader which takes externally generated gaussian kernals and uses them to apply a vertical blur (1st out of a 2-pass system). But whenever it draws it...
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    So alot was wrong with my method in the last post...

    So alot was wrong with my method in the last post but ive fixed it up. now im using a new source and focussing on a angle = 0 scenario, just to narrow the debugging a bit for now.

    2649265326512652...
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    Well i threw together this frag shader real...

    Well i threw together this frag shader real quick:

    varying vec2 v_vTexcoord;
    varying vec4 v_vColour;

    uniform float blurFactor;
    uniform vec2 angle;
    uniform vec2 reso;

    void main()
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    Shaft Lighting System Issues

    Howdy all, this is an extension of an old thread, but my query has evolved enough that i thinks its best to just start a new one that can cover all the nescecary ground.

    My goal is to create a...
  6. Actually, i will post this as its own thread,...

    Actually, i will post this as its own thread, just so i can cover everything in the first post.
  7. Well, as it turns out, i do have some extra...

    Well, as it turns out, i do have some extra issues with my system that i cant seem to work out, mostly based on the interaction between the two different shaders. Would you be willing to keep giving...
  8. Goddammit. If i squish the source texture down...

    Goddammit.

    If i squish the source texture down to be the same width (not height) of the 1D texture, it no longer has the same v_vTexcoord limited problem -.-
    2611
    This looks more or less like i...
  9. i believe it does, since ive uses a similar scale...

    i believe it does, since ive uses a similar scale of surfaces (256 or 512x1 and 1024x1024 or larger) with another graphical systme and that works fine. Infact it uses what should be a less...
  10. How do you mean? dont view ports only apply to...

    How do you mean? dont view ports only apply to what section of the room gets drawn and where onto the app surface? Both the surfaces drawn aren't the app surface. also when you draw a surface onto a...
  11. well this is interesting, when i use...

    well this is interesting, when i use "gl_FragColor = vec4(vec3(v_vTexcoord.x),1.0);" i get this
    2608

    its kinda hard to see but the image does get slightly lighter on the right hand side, but it...
  12. whew, another update, and ill flesh it out a bit...

    whew, another update, and ill flesh it out a bit more, if i cant find a solution i might make a new pages since this issue is different to the original.

    This is the new code:

    varying vec2...
  13. Ive hit a dead end so i may try just re-building...

    Ive hit a dead end so i may try just re-building the whole thing. Ill try that approach out, at the least it will circumvent all the vec3 cornerStart code
  14. I get that this is a pretty huge question, but do...

    I get that this is a pretty huge question, but do you have a recommendation for how to code this as a whole? how would you do it?

    If you didn't follow, the gist is that I'm ray-casting across an...
  15. hmm just an idea im having: The texture im...

    hmm just an idea im having: The texture im "drawing onto" my 1D map is much larger. so in this case im drawing a 1920*1056 onto a 256*1. Is it possible that because of the difference the usage on...
  16. Implemented all those suggestions, output is...

    Implemented all those suggestions, output is still the same :/

    With debugging, this is a snapshot of how running would proceed (according to my calculations) with v_vTexcoord = [0.5,0]:


    reso:...
  17. My bad for taking so long to respond, been busy...

    My bad for taking so long to respond, been busy so i didnt get a chance to keep working till now.

    The code you gave works great, thanks for helping out!

    I do have a separate problem to do with...
  18. That was my first thought, im pretty...

    That was my first thought, im pretty inexperienced with opengl, is a potentially 2200 long loop outside of safe bounds?



    Basically im creating an automated light shaft system for a 2D game and...
  19. openGL ES: While loop causing a win32 error

    The following code throws an error i cant seem to figue out:


    varying vec2 v_vTexcoord;
    varying vec4 v_vColour;

    //only relevant uniforms shown
    uniform float angle;
    uniform vec2 reso;
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    How come the "+0.5"? Also im having some issues...

    How come the "+0.5"? Also im having some issues using the texture filter functions as well:


    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D,...
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    Ah thanks for catching that out, ive been testing...

    Ah thanks for catching that out, ive been testing with one light but that would be a problem later, Though it apears that the texelFetch function either doesnt work in my system or im doing something...
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    My bad, i was attempting to debug by testing...

    My bad, i was attempting to debug by testing other variables and i forgot to change it back to its default, its actually:

    gl_FragColor = vec4((v_vColour * texture2D( gm_BaseTexture, v_vTexcoord )...
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    I edited the original post to have the entire...

    I edited the original post to have the entire void main() of the fragment shader, just for context.
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    What would be the most efficient method to...

    What would be the most efficient method to account for this? just a clamp function?
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    Angle between two vectors issue

    I'm basically trying to get the angle between two vectors and factor that into a smoothstep which i then use elsewhere:


    void main()
    {
    float sampleDepth = texture2D(spec, v_vTexcoord ).r;...
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