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  1. In addition to what GCLements said, I might point...

    In addition to what GCLements said, I might point out that it's easy to not understand what a vertex is in the first place. When I first came across the term it was presented as a point in 3D space...
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    Look at how you are combining LightAmbient,...

    Look at how you are combining LightAmbient, LightDiffuse, and LightColor. Think of the texture as a light. To combine you either add or multiply. Your colors are RGB and so white is (1,1,1) and black...
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    I am no where near a GLSL expert, but my vertex...

    I am no where near a GLSL expert, but my vertex shader is shown below. The "layout (location =) in" statements define a vertex. Remember that the vertex shader is nothing but a vertex processor; its...
  4. By "MFC", I assume you mean Microsoft Foundation...

    By "MFC", I assume you mean Microsoft Foundation Class Library. The answer to that is "I don't know". I doubt OpenGL is the right tool for that; MFC probably reads image files natively and OpenGL...
  5. If you want to go through my HLSL video series...

    If you want to go through my HLSL video series, you probably would want my GLSL code to compare. I'll post it here so that you don't have to download the whole project file just to get the GLSL code....
  6. Check out LearnOpenGL.com...

    Check out LearnOpenGL.com and the tutorial there. Having a solid understanding of programming is a good start, but it's just the prerequisite. There is so much to learn; a month is pretty ambitious....
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    Wow! That is amazing! A lot of it goes over my...

    Wow! That is amazing! A lot of it goes over my head, especially the Calculus, but still it's quite something even if I don't have enough knowledge to fully appreciate it. I'm amazed that someone...
  8. I didn't realize you wanted the bullet to orbit...

    I didn't realize you wanted the bullet to orbit the camera.

    To orbit the camera, you need to do a little rigid animation. The camera becomes the parent to the child object orbiting it. To do that...
  9. It's "probably" the world origin. Because you are...

    It's "probably" the world origin. Because you are keeping it pretty simple here, you probably don't have cases where the origin becomes any more complicated than that. The reason I hesitate to just...
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    I am doubting that OpenGL is the best tool for...

    I am doubting that OpenGL is the best tool for this job, and I say that as a huge fan of OpenGL. If you want to learn OGL, I would recommend LearnOpenGL.com as a place to start.

    But to merely...
  11. It's all in the order of multiplication. This is...

    It's all in the order of multiplication. This is the foundation of rigid animation. For example, if you have a car with hub caps that spin backwards regardless of how the wheel spins, then the car...
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    Try this: glm::mat4 ModelMatrix2 =...

    Try this:

    glm::mat4 ModelMatrix2 = BulletRotationMatrix * BulletScaleMatrix * BulletTranslationMatrix;
  13. Thread: Normal mapping

    by BBeck1
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    Not sure if this is helpful. I only briefly read...

    Not sure if this is helpful. I only briefly read through the thread and I haven't done any normal mapping code in over a year and don't have any code examples handy I can show. So, I didn't have...
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    For Geometry, angles comes to mind. Things like...

    For Geometry, angles comes to mind. Things like the angles in a pentagon. Knowing what a right angle is. Knowing that the angles in a triangle add up to 180 degrees. Knowing that opposite angles are...
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    Try glm::mat4 MVP4 = ProjectionMatrix *...

    Try

    glm::mat4 MVP4 = ProjectionMatrix * ViewMatrix * (glm::inverse(ViewMatrix) * ModelMatrix4);


    or is it:
    glm::mat4 MVP4 = ProjectionMatrix * ViewMatrix * (ModelMatrix4 *...
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    I think GClements said it well, although I...

    I think GClements said it well, although I respectfully disagree regarding trigonometry. Any time you get a room full of programmers together and ask the "best" way to do something you are going to...
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    I'm no expert on glTexImage2D (or maybe anything...

    I'm no expert on glTexImage2D (or maybe anything else for that matter), but here's my thoughts. The PNG has data in one format that may include compression and so forth, and glTexImage2D is building...
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    Probably, but I'm not sure I understand the...

    Probably, but I'm not sure I understand the question.

    The first thing to understand is that all 3D graphics ever is drawing triangles. That's why the first tutorial will often be a triangle. I...
  19. Thread: camera problems

    by BBeck1
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    Good to hear it's working! "Magic key"? I'm...

    Good to hear it's working!

    "Magic key"? I'm not sure what you mean. There's a lot of stuff like "OperatingSystem.Keyboard.KeyPressed == GLFW_KEY_W". GLFW handles keyboard input, but it's not...
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    To zoom in and out, you should be using the View...

    To zoom in and out, you should be using the View matrix to dolly the camera closer to the object.

    Changing the FOV doesn't "really" zoom in and out. It does somewhat act like changing the focal...
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    As to how I personally would address limiting...

    As to how I personally would address limiting rotation on a given axis, check out this thread:
    https://www.opengl.org/discussion_boards/showthread.php/199316-camera-problems?p=1285922#post1285922
    ...
  22. Thread: camera problems

    by BBeck1
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    Seeing sin and cos in a LookAt function makes me...

    Seeing sin and cos in a LookAt function makes me nervous. At some point, you may want to check out my Gimbal Lock video which discusses the problem with storing orientation as 3 separate values.
    ...
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    Pretty cool! Looks like you're off to a good...

    Pretty cool! Looks like you're off to a good start.

    I didn't notice the lighting at first. Without animated lights it can be hard to tell if the lights are baked in a scene such as this. I think...
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    More than likely your problem is "camUp": ...

    More than likely your problem is "camUp":
    glm::lookAt(camPos, camPos + camFront, camUp);

    I only glanced over your code rather than actually reading it, but you are probably not setting this...
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    Your primary problem is shadows. If this is a...

    Your primary problem is shadows. If this is a static scene where nothing moves, the answer is easy. Even if there is a small amount of animation you still may get away with baked lighting. Here's one...
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