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Type: Posts; User: dorbie

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  1. You have two options. 1 model the wheels at the...

    You have two options. 1 model the wheels at the origin, then rotate them and translate them to their location on the car, or model the wheels in situ, translate them to the origin rotate them and...
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    Corrected to say dot products (cringe).

    Corrected to say dot products (cringe).
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    Generate edges between points, use dot products...

    Generate edges between points, use dot products between edges to determine angles and winding and order accordingly.
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    OK I think you are saying the old stuff worked...

    OK I think you are saying the old stuff worked and the new stuff doesn't....?

    Well to that I say that you are rotating about the origin, not the 0.5 0.5 center.
    Also your software math library...
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    This looks about right. If texture is scaled then...

    This looks about right. If texture is scaled then you are rotating around the wrong axis, but 90 degrees would make it zero width so that's not it.

    Try LoadIdentity() on teh texture stack first...
  6. Based on your image I'd say your positions are...

    Based on your image I'd say your positions are clamping at 0.0-1.0, with a narrow transition area.

    You also seem to be storing world positions not something light space position prior to your...
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    The question is can you do something better and...

    The question is can you do something better and more mature. I suspect the answer is no. GLEW saves you a lot of effort, works and solves a lot of cross platform and compatibility headaches. It is...
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    I suspect GLEW was providing your included for...

    I suspect GLEW was providing your included for your OpenGL API bindings. Get the latest version and include + link it in. Alternatively include the platform specific GL headers and of course you'll...
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    It is not clear what problem you are trying to...

    It is not clear what problem you are trying to overcome. A streaming buffer can and probably should be limited to a smaller size so it does not consume unlimited memory but this is an application...
  10. Thread: Dct

    by dorbie
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    They are used most commonly in image and video...

    They are used most commonly in image and video compression. DCT works well as a constrained FFT on small image tiles of fixed size e.g. 8x8. To explain briefly, images are converted into smaller...
  11. Thread: Dct

    by dorbie
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    With enough frequency domain coefficients you can...

    With enough frequency domain coefficients you can do sharp edges, however because this is used as a common compression technique by lopping off higher frequency coefficients after some kind of...
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    Any occlusion map that just shows occluders and...

    Any occlusion map that just shows occluders and not distance to nearest occlusion is going to introduce a sampling nightmare when detecting actual occlusion. Occlusion maps should not draw occluders...
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    A circle projected onto a plane would be a...

    A circle projected onto a plane would be a conical projection and would fall into 3 possible categories. It would be either a circle an ellipse or a parabola depending on the conical intersection...
  14. P.S. as has already been said, if you want dashed...

    P.S. as has already been said, if you want dashed lines that get smaller in perspective without shimmering (they'll fade to a % of dash coverage) then you should use 1D MIP map textures.
  15. I looked at your video. It's working perfectly....

    I looked at your video. It's working perfectly. Your problem is you are oversampling and don't seem to want perspective dashes. Right? You want dashed lines of a consistent length that do not get...
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    Alpha test is for testing fragment alpha values...

    Alpha test is for testing fragment alpha values against an alpha reference value. It is separate functionality that is deprecated in OpenGL ES 2.0 (not even deprecated in fact, it's gone). Instead...
  17. https://www.youtube.com/watch?v=btYfWkTS9aE

    https://www.youtube.com/watch?v=btYfWkTS9aE
  18. Well you have the object at the origin there, and...

    Well you have the object at the origin there, and with a loadmatrix you've blown away your viewing matrix (and/or translate) if you had one, so depending on what else you do the eye will probably be...
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    P.S. if your light is shader math based you have...

    P.S. if your light is shader math based you have the means to filter the light cone accordingly, by for example sampling with some form of du and dv. Supersampling is the trivial approach but it...
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    If your light cone is a projected texture it will...

    If your light cone is a projected texture it will not alias but descend the MIP pyramid applying a suitable prefiltered image. In order for your scenario to work well though you need anisotropic...
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    Instead of shading the lighting result as you...

    Instead of shading the lighting result as you render your depth buffered scene you can shade lighting parameters to multiple framebuffers.
    This leaves things like surface normal and albedo in...
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    This is a GLUT question not an OpenGL question. ...

    This is a GLUT question not an OpenGL question.

    After you have created a subwindow you can use glutSetWindow and glutPositionWindow and glutReshapeWindow on the subwindow to adjust what you need.
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    P.S. From your link line: -lopengl21 Eh?...

    P.S.

    From your link line: -lopengl21

    Eh? You may want to double check that lib name.
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    Enough of the flames, all of you. Amad, I'm...

    Enough of the flames, all of you.

    Amad, I'm not going to censor this discussion. Some topics are flamebait and you've not just been on the receiving end. I suggest you ignore the insults and focus...
  25. You must develop an understanding of how you are...

    You must develop an understanding of how you are rendering and to what type of surface. The issue you are encountering may be caused by double buffering vs. single buffering but if you are using a...
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