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  1. Thread: Texture Mapping

    by mobeen
    Replies
    2
    Views
    289

    Hi, As far as I can see, the result you are...

    Hi,
    As far as I can see, the result you are getting is probably because you have not set the texture minification filter. By default it is set to mipmap linear which assumes that you will provide...
  2. Hi, I can see two reasons. 1) You are not...

    Hi,
    I can see two reasons.
    1) You are not giving the correct coordinates. That is x1, y1, x2, y2 values should be atleast enough to render a rectangle. You are giving it 250, 350, 250, 350 that...
  3. Replies
    6
    Views
    325

    Place a glutSwapBuffers call at the end of your...

    Place a glutSwapBuffers call at the end of your display callback after calling glFinish and see if it helps.
  4. Replies
    1
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    194

    There can be a lot of reasons for you not seeing...

    There can be a lot of reasons for you not seeing your volume rendering. What does your projection and modelview matrices contain? I would also suggest removing alpha testing and just get the plane...
  5. Replies
    5
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    296

    For flat appearance, I would suggest computing...

    For flat appearance, I would suggest computing the color per-vertex (use flat qualifier for OpenGL v3.3 and above) as follows rather than per-fragment as you are doing currently. You will still get...
  6. Replies
    2
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    352

    Looks like texture format issue. If your texture...

    Looks like texture format issue. If your texture is not RGBA format, you should call glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    Reference: https://www.opengl.org/wiki/Pixel_Transfer
  7. Windows RDC uses a GL1.1 GDI generic context...

    Windows RDC uses a GL1.1 GDI generic context which can only do basic graphics. The only way to access a machine remotely and still have the highest profile context is to use VNC, Teamviewer or other...
  8. Replies
    2
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    330

    As DarkPhoton says, there can be several reasons...

    As DarkPhoton says, there can be several reasons for this and you should give us more information.
    Common reasons may be that you are either passing less indices to draw call, wrong number of...
  9. I would suggest two things 1) Add a call to...

    I would suggest two things
    1) Add a call to glDrawBuffer(GL_BACK_LEFT) after you unbind the framebuffer object



    glBindFramebuffer[GL_FRAMEBUFFER,0;// Render to back buffer...
  10. Replies
    3
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    250

    There is an infinite loop in your fragment shader...

    There is an infinite loop in your fragment shader bolded below. Increment i in the while loop or do something like this

    while(i++ < textureAmount) { ... }

    Other than that I would suggest using...
  11. Show us what you do in the Render function.

    Show us what you do in the Render function.
  12. Replies
    1
    Views
    390

    Please don't cross post the same thing in...

    Please don't cross post the same thing in multiple forums. Continue using the original thread https://www.opengl.org/discussion_boards/showthread.php/186282-Line-Antializing?p=1266562#post1266562
  13. Replies
    9
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    4,263

    You should move the buffer object binding call...

    You should move the buffer object binding call after the vao binding call i.e



    GLuint myvbo; glGenBuffers(1, &myvbo);
    //commented this to go after the VAO binding
    // ...
  14. Replies
    1
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    1,618

    Hi, You are not dividing the shadow coords by w....

    Hi,
    You are not dividing the shadow coords by w. The varable d in you fragment shader code should use the z shadowmap texture coordinate after homogeneous division (divide by w) i.e.


    vec tmp =...
  15. Replies
    2
    Views
    1,780

    I assume you are trying to do object order empty...

    I assume you are trying to do object order empty space skipping for multi pass ray casting. If that is the case, for the front face texture, you can just cull back faces of all cubes and render the...
  16. Replies
    7
    Views
    2,166

    You would have to distribute the texture...

    You would have to distribute the texture coordinates between the points based on their position.
  17. Replies
    2
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    992

    Hi, I think this call ...

    Hi,
    I think this call



    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*loadedModel.textures.size(), &(loadedModel.positions[0]), GL_STATIC_DRAW);

    should be this
  18. Replies
    7
    Views
    2,166

    This is not how u draw pictures. You are...

    This is not how u draw pictures. You are contiuously allocating texture for each rain particle.

    What I suggest u do first is render a simple full screen quad with the texture on it.
    Try something...
  19. Replies
    7
    Views
    2,166

    I suggest u remove these calls ...

    I suggest u remove these calls


    Gl.glBlendFunc(Gl.GL_SRC_ALPHA, Gl.GL_ONE);
    // Set Blending Mode
    Gl.glEnable(Gl.GL_BLEND);
    Gl.glEnable(Gl.GL_TEXTURE_GEN_S); ...
  20. Replies
    4
    Views
    2,300

    OK here is the link to a more modern shadow...

    OK here is the link to a more modern shadow mapping implementation from chapter 7 of the book OpenGL 4 shading language cookbook
    https://github.com/daw42/glslcookbook/tree/master/chapter07
  21. Replies
    4
    Views
    1,165

    I was writing my reply when you edited your post...

    I was writing my reply when you edited your post that caused the color codes all over the place. And one liner is not that difficult to read when using code tag.

    How about you keep a constant...
  22. Looks like spam to me rather than a question

    Looks like spam to me rather than a question
  23. Replies
    4
    Views
    1,165

    I am not sure if this helps but currently both...

    I am not sure if this helps but currently both your variables are integers in the second parameter here
    gluPerspective(45.0f, (float)(width/height), 0.1f, 100.0f);
    You should instead cast one of...
  24. Replies
    5
    Views
    1,914

    Hi, I have not seens the whole code but just a...

    Hi,
    I have not seens the whole code but just a first few lines and I find that probably ur transformation sequence is wrong.
    Usually for a matrix library doing post multiplication (right handed...
  25. Replies
    4
    Views
    2,300

    Have u googled for something? The first 2 hits...

    Have u googled for something?
    The first 2 hits gave me these which show u everything u need.

    http://www.fabiensanglard.net/shadowmapping/index.php...
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