# Search:

Type: Posts; User: _NoName_

## Search: Search took 0.00 seconds; generated 17 minute(s) ago.

by _NoName_
Replies
4
Views
450

Thanks for your reply, I moved the tan() thing to my CPU program and removed the max() thing (used if() instead ).
Now my program is running 0.7 to 1.5 fps faster then the same program with a...

by _NoName_
Replies
4
Views
450

### I know its not really the topic anymore but I...

I know its not really the topic anymore but I wrote this function to simulate a perspective projection in the shader and for me It seems mouch simpler then a matrix multiplication so my question is...

by _NoName_
Replies
4
Views
450

### Use function insteead of projection matrix

Is it possible to use a custom function instead of the projection matrix to for example not project a vertex on a plane but a sphere ?
It should return an X-/Y-/Z-value between 0 and 1 of course and...
4. ## Thread: Efficient way to return all boxes hit by a ray.

by _NoName_
Replies
0
Views
396

### Efficient way to return all boxes hit by a ray.

Im not sure if Im right in this forum because my question is not realy about openGL.
I have an idea how I could solve the problem in the title but I want to know your oppinion about that before I...
5. ## Thread: GLSL determinant() returns an 'undefined' result

by _NoName_
Replies
2
Views
821

### The problem was that did pow(-x, y) to calculate...

The problem was that did pow(-x, y) to calculate an argument for the function and this resulted in a NaN.
thank you.
6. ## Thread: GLSL determinant() returns an 'undefined' result

by _NoName_
Replies
2
Views
821

### GLSL determinant() returns an 'undefined' result

I have a little function that should get the intersection point of a ray with an infinite plane.
The function looks like this :

vec3 raytracePlaneI(vec3 s, vec3 a, vec3 b, vec3 o, vec3 d)
{
...
7. ## Thread: segfault after glGetTexImage

by _NoName_
Replies
2
Views
1,615

### segfault after glGetTexImage

Im trying to save my rendered image as a .ppm file but if I use glGetTexImage() and after that glUseProgram() I always get segmentation fault.
Do anyone know why I get this error.
This is the way I...

by _NoName_
Replies
5
Views
2,446

### Still x8cdd --> GL_FRAMEBUFFER_UNSUPPORTED_EXT.

Still x8cdd --> GL_FRAMEBUFFER_UNSUPPORTED_EXT.

by _NoName_
Replies
5
Views
2,446

### Framebuffer problems

Im trying to render to a texture (shadowmap) but if I try to generate the framebuffer I always get GL_UNSUPORTED_FRAMEBUFFER_EXT.
I have a Nvidia GPU (GTX950 oc).

Texture generation :

void...

by _NoName_
Replies
7
Views
2,211

### I solved it I had to devide 1 by my w component :...

I solved it I had to devide 1 by my w component :

by _NoName_
Replies
7
Views
2,211

### I don't use the shadow maps depth value to define...

I don't use the shadow maps depth value to define my fragment color, I use the Matrix of the Light multiplied with my vertex, I need this for checking if the fragment is behind the nearest depth...

by _NoName_
Replies
7
Views
2,211

### this is my vertex shader : #version 440 ...

this is my vertex shader :

#version 440

layout(location = 0) in vec3 vertexPosition;
layout(location = 3) in vec4 vertexColor;
layout(location = 2) in vec4 vertexNormal;
layout(location =...

by _NoName_
Replies
7
Views
2,211

### Its the same calculation of the shadowCoords :...

Its the same calculation of the shadowCoords :
depthMVP = depthProjectionMatrix*depthViewMatrix*depthModelMatrix;
biasDepthMatrix = bias*depthMVP;

by _NoName_
Replies
7
Views
2,211

### Problem with shadow mapping (fragment depth)

I have tryed to impement shadow mapping in my OpenGL project, but if I do this :
and then ...
15. ## Thread: Convert normalmap to object space

by _NoName_
Replies
0
Views
1,600

### Convert normalmap to object space

Hello, I had a look at lightning and phong shaders so I also have to do with normal maps in tangend-space.
I want to use this normals without using tangend-vectors.
I tryed to use a rotation Matrix...
16. ## Thread: I have a problem wit my projection matrix...

by _NoName_
Replies
4
Views
780

### Problem solved

I solved it, projectionMatrix[11] has to be (2*far*near)/(near-far) not (2*far*near)/near-far .
17. ## Thread: I have a problem wit my projection matrix...

by _NoName_
Replies
4
Views
780

### Black screen

I changed the GL_FALSE to GL_TRUE, now I get a black screen.

MATRIX :

void Perspective(float fovy, float aspect, float near, float far)
{
fovy = degree*90;
float f;
f = 1/tan(fovy/2);
18. ## Thread: I have a problem wit my projection matrix...

by _NoName_
Replies
4
Views
780

### Now I get a strange result...

Now I get a strange result.
I don't know why but may it be that I miss something in the shader ??
19. ## Thread: I have a problem wit my projection matrix...

by _NoName_
Replies
4
Views
780

### I have a problem wit my projection matrix...

(Sorry for my english skills...)

I tryed to write my own GLSL #version440 schader but when I add my projectionMatrix I get a black screen, I think because of any reason my matrix is 0 (when I use...
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