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Type: Posts; User: lobbel

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  1. Hello, I tried something similar before. I had a...

    Hello,
    I tried something similar before. I had a 3d volume texture of type unsigned short with values from 0 ... 16383 and a transerfunction with bins from 0 .... 16383. The scale factor is about...
  2. Hello, what do you mean with how I'm using the...

    Hello,
    what do you mean with how I'm using the data ?
    Usually the back projection of the CT volume happens within a float volume. Let's say that we have projection data with 12 bit resolution....
  3. Hello again, are there any suggestions when...

    Hello again,
    are there any suggestions when working with 12 bit volume data ? At least we have to use unsigned short as data type for the textures. I could upscale
    to 0 and max_of(unsigned...
  4. Replies
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    Hello James, of course there is some source how...

    Hello James,
    of course there is some source how to handle that. But there are also differnet ways to do.
    Here is a link to a great series of videos that handle moste of modern opengl topics. If you...
  5. Replies
    4
    Views
    477

    Hello, what is your environment ? Do you use...

    Hello,
    what is your environment ? Do you use GLUT or do you use opengl within an mfc application ?
    Usually with glut you can set a callback function to fetch the mouse position and button states....
  6. Hello again, I think I got it. As GClements...

    Hello again,
    I think I got it.
    As GClements mentioned above the maximum value of 4095 is normalized to the range of the data type unsigned short and will be around 0.0625.
    So let's assume that I...
  7. Hello, I scaled the volume data to the range of...

    Hello,
    I scaled the volume data to the range of [0 ... 65535] and disabled the transfer function texture fetch in the shader. The volume shows up just fine.
    So far that works. The transfer function...
  8. Hello, and thank you for your help. Originally...

    Hello,
    and thank you for your help.
    Originally I used the new glTexStorage. But for some compatibly reasons I moved back to the glTexImage.
    I thought that the data I upload tih glTexSubImage is...
  9. Volume rendering with only works with 8bit unsigned cha, Problem with texture format

    Hello,
    my volume renderer currently works perfectly with 8bit unsigned char volume and an bit unsigned char transfer function.
    Now I want to change to another texture format, for example to a 10bit...
  10. Hello, so far I understood. Thank you to both of...

    Hello,
    so far I understood. Thank you to both of you.

    regards,
    lobbel
  11. Hello, and thanks for the fast answer. But I...

    Hello,
    and thanks for the fast answer. But I have one more question according to your point, that the ray direction is a position vector.
    The vector that points to the ray's origin is a position...
  12. intersection test, ray obb inverse model matrix

    Hello,
    let's say I've got an object bounding box and a ray. And I want to test wether the ray
    intersects the box or not. So I take the inverse matrix of the obb and multiply the
    ray's position and...
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    3,016

    Re: GLM lib differences in matrix to quaternion ?

    Hello,
    let's see this short snippet



    glm::mat4 mat(1.0f, 2.0f, 3.0f, 4.0f,
    5.0f, 6.0f, 7.0f, 8.0f,
    9.0f, 10.0f, 11.0f, 12.0f,
    13.0f, 14.0f, 15.0f,...
  14. Replies
    3
    Views
    3,016

    GLM lib differences in matrix to quaternion ?

    Hello,
    I guess a lot of you people know about the awesome GLM math library. I've a question about the matrix to quaternion conversion. I tried out several "tutorials" and code snippets from the net...
  15. Replies
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    1,469

    Re: textures with pbo's

    Hello,
    thanks for your answer, that makes sense.

    regards,
    lobbel
  16. Replies
    5
    Views
    1,469

    Re: textures with pbo's

    Yes,
    a buffer is genereated whenever e new textures has been created.
    That's why I am asking wether this is a good idea or not.
    As far as I know there is a lot of overhead with respect to buffer...
  17. Replies
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    Views
    1,469

    textures with pbo's

    Hi there,
    I have a question about the use of PBOs with textures. I have seen in an open source engine that they use a PBO for each texture. That means operations like update will be performed by...
  18. Replies
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    4,240

    Re: GLM library, unresolved symbol

    Hello,
    I found "the problem". It is comparison.hpp and comparison.inl.
    There you declare the comparison operator for your datatypes


    //! Define != operator for vectors
    //! From...
  19. Replies
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    Views
    4,240

    Re: GLM library, unresolved symbol

    Hi,
    I was talking about version 0.9.0.2 and GLM_GTX_int_10_10_10_2.

    I have absolutely no clue why I get this error when including the
    ext.hpp.


    1>e:\Cpp\OglForum\Debug\OglForum.exe : fatal...
  20. Replies
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    Views
    4,240

    Re: GLM library, unresolved symbol

    Yes, I have. But I also have this problem
    with my visual studio 2010.

    Using a const_iterator solves the problem, but this one can't be used for deleting the mapped entry.

    Btw: I'm using GLM...
  21. Replies
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    Re: GLM library, unresolved symbol

    Hello,
    I just tried it with the removed stdafx.h. It's the same
    problem as before. But when I remove the glm\ext.hpp it works.

    This works...


    #include <map>
    #include <utility>
    #include...
  22. Replies
    12
    Views
    4,240

    Re: GLM library, unresolved symbol

    Hello,

    I made a test project with visual studio 2005 and I can reproduce the error.

    here is the code


    // OglForum.cpp : Defines the entry point for the console application.
    //
  23. Replies
    12
    Views
    4,240

    GLM library, unresolved symbol

    Hello,
    I use the GLM math library in my opengl applications.
    When I store an Object into a stl::map that has members
    of types from GLM like glm::vec3 then I get an error for
    an unresolved...
  24. Replies
    2
    Views
    1,188

    Re: using opengl 3.x stuff in opengl 2.1 ??

    Thank you for this extensive explanation.
    So I better keep focus on the newer versions.
    Actually I wanted to mix the good things of both versions.
    Like outline fonts. It's more difficult to create...
  25. Replies
    2
    Views
    1,188

    using opengl 3.x stuff in opengl 2.1 ??

    Hello,
    currently I'm working with OpenGL 3.3 and I was wondering If can use new features from version 3.3 in OpenGL 2.1 ?

    As you know, you can use vertex attributes and declare them like...
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