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Type: Posts; User: rathnavels

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  1. Thanks for your reply! First of all to give a...

    Thanks for your reply! First of all to give a brief intro to the context of my question, I am developing a multi-view lightfield renderer that generates hundreds of views within a view volume. Hence...
  2. How to do optimized segmented rendering of Background and Foreground objects ?

    Hi,

    I have a scenario where I have a complex and large background object that largely remains the same without any transformation. I have foreground objects that constantly move/fly around but BG...
  3. Runtime Exception while populating stl vector from inside GlutCallBack functions

    Hi

    I have a struct Point with two values X and Y to save the value mouse click positions.


    struct Point
    {
    public:
    int x, y;
    Point(){}
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    Thank you so much sir!! I was finally able to...

    Thank you so much sir!!
    I was finally able to crack it!! Its a silly mistake on my part wherein I was doing a double Model transformation both in application and in shader which was causing the...
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    Thanks for your reply again! I appreciate it...

    Thanks for your reply again! I appreciate it much!


    So here's exactly what I'm doing. Both the objects have the same transformations and light view matrices are the same for both the depth and...
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    Thanks for your reply. So I tried the way you...

    Thanks for your reply.
    So I tried the way you said and it seems to work fine with this one. I just used simple basic shapes with primitive meshes.

    tinyurl.com/ohhtw9p

    But when I used the same...
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    Rendering Shadows with multiple objects

    Hello,

    Recently I was able to render shadows using depth maps writing a depth buffer to a frame buffer.
    All I used was a single light and single .obj file with a sphere on top of a plane....
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