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    Yea, i have tried mesh lab and they seem to be...

    Yea, i have tried mesh lab and they seem to be managing the simplification very well. Definitely more precise and accurate simplification, most of the time.

    What has been bugging me lately is...
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    I would like to bump this thread, as i have been...

    I would like to bump this thread, as i have been busy lately but still have not found out a solution.

    Further more i was wondering what are some state of the art rendering techniques to reduce...
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    Mesh simplification & decimation algorithms

    Hello i recently started to tackle the various mesh decimation & simplification algorithms, mostly from Hoppe & Melax. The algorithms in question are the Quadric error metrics mesh simplification &...
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    Forgot to add that up, i am using uniform buffers...

    Forgot to add that up, i am using uniform buffers to upload the data.



    auto offset = 0;
    dirlightBuffer.bindBuffer();
    auto componentSize = (3 * sizeof(glm::vec4));
    auto size =...
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    Strange struct behavior

    Hey, i have a strange behavior with my Light Structures. The problem is the following: I have one in/out struct LightComponents (which had initially 2 components - color and to light vector) and...
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    My Question was more like: "Is there a more...

    My Question was more like: "Is there a more efficient way to implement sorting".That is why i said method and not the algorithm i did not mean ROAM it self. I would imagine that another similar...
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    The problem was as i stated above . "Are there...

    The problem was as i stated above . "Are there any more efficient ways to implement such a method , be it GPU or CPU "
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    Here is a visualization at what i am thinking...

    Here is a visualization at what i am thinking about , maybe the clip will explain that better. https://www.youtube.com/watch?v=PPjWW8uPp3o.What i am trying to explain starts at 1:05.
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    If roam is not prefered what similar technique...

    If roam is not prefered what similar technique should i use , be it CPU or GPU based. Here i found some geometry shader based lod http://rastergrid.com/blog/2010/10/gpu-based-dynamic-geometry-lod/....
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    Yea i pretty much got that and i also prefer a...

    Yea i pretty much got that and i also prefer a GPU based Level of Detail , but i was giving ROAM as an example. I need something that does the same job as ROAM. Meaning the closest part of the mesh...
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    CPU/CPU Level of Detail

    Hello , this time my Question maybe more of a theoretical one. For the last couple of weeks i have been exploring the options i have as far as LOD is concerned. First and foremost i am looking for a...
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    Short after this i just went and did this small...

    Short after this i just went and did this small change:
    From this: modelShader.loadUniform4f(animationStack[index][i], modelShader.getUniformId("gBones", i));
    To that:...
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    Skeletal Animation problem

    Hello, i am having a really annoying problem with my skeletal animation implementation. First here is the situation. I have implemented COMPLETELY the very same skeletal animation in a C++ engine of...
  14. Interpolating between two skeletal animations

    Hello everyone , finally i had some time to work and enchance my skeletal animation, and i was thinking of how to implement an interpolation between two different animations to guarantee a smooth...
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    Yea thats what i figured , but how would one find...

    Yea thats what i figured , but how would one find start. I have the count available, but how about the start. Should i get the first vertex from the node to be the start vertex ?
    Also cant i use...
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    Just out of curiousity. If i have an octree which...

    Just out of curiousity. If i have an octree which divides certain geometry in leaves and i have a number of vertices per leaves that represent part of the model. How would one use one general VBO...
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    So the one i am using now struct...

    So the one i am using now



    struct VertexData
    {
    vec3 position;
    vec3 normal;
    vec2 uv;
    .....
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    Interleaving VBOs

    Hey , i have a Question regarding interleaving VBO's . Currently i am using glMap to map the buffer and copy the data into the buffer. At the moment i have a struct called VertexData looking...
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    Great yea, glMultiDrawArrays may be what i am...

    Great yea, glMultiDrawArrays may be what i am looking for. But yet again i am stumbled upon finding the offsets in each leaf.
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    I worked out the above Questions after some time....

    I worked out the above Questions after some time. But i was wondering, since my geometry is split between all leaves, so each leaf has some chunk of the terrain vertices (for now just vertices,no...
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    I will post this as a final note at what i want...

    I will post this as a final note at what i want to acomplish, using multiple levels of tests.
    The idea is that i have some kind of a BVH(maybe octree of AABBs) which will contain the Bounding...
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    Well, so rebuilding the VBO is not a practice...

    Well, so rebuilding the VBO is not a practice with culling ? What is then ? I am just looking for a definitive answer, method.
    Can you elaborate


    Also the other obvious solution to that is maybe...
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    I dont think you understood what i meant. I dont...

    I dont think you understood what i meant. I dont want to perfrom culling at poly levels. I was talking about perfroming culling against the AABB (of the octree's leaf) and the frustrum , if it passes...
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    Sorry to repost , for some reason i can not edit...

    Sorry to repost , for some reason i can not edit my last Post, so i want to add another question regarding culling the geometry , i will probably use the same Octree structure. From what i gather i...
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    Is there any source you can apply ? A website ,...

    Is there any source you can apply ? A website , tutorial of some sort , or code snippets ?
    Currently i managed to build an octree , where for each node i have saved the box's min/max (similar to...
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