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  1. Replies
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    Gotcha. I see. So you're just taking a...

    Gotcha.


    I see. So you're just taking a "forward facing vector" in eye space and using that inverse transform to bring it to world space (ignoring the translation). That makes sense, but doesn't...
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    Getting World Space Eye Vector

    Hello All,

    I've got a bit of a problem. In my OpenGL (3.0 core, GLSL 1.4, context from SDL2) scene I've got objects being rendered from the point of view of a moving camera (meaning it can be...
  3. True, you're right. I made that change, but it...

    True, you're right. I made that change, but it didn't solve the crease issue. It must be something in my data...

    EDIT:
    Yup, that was it. When I exported the sphere in blender I didn't have smooth...
  4. This may be bad advice, but from one beginner to...

    This may be bad advice, but from one beginner to another, you may want to hold off on OpenGL till you feel you have a solid grasp on graphics fundamentals. When I say that I don't necessarily mean...
  5. Hi Guys, I hate to dump code on you, but...

    Hi Guys,

    I hate to dump code on you, but here's a summary of my vertex and fragment shader. Disclaimer: I edited down my shader and removed some calculations like distance attenuation to make...
  6. Interesting, I'll post some code when I get home...

    Interesting, I'll post some code when I get home showing how I interpolate the values (I basically copied this tutorial's logic, verbatim. The only difference is that I don't use glNormal and upload...
  7. Normal Mapped Sphere looks Flat Shaded

    Hi All,

    I've tried googling around for this, but all I can turn up are (functioning) tutorials. I've got a normal map for a sphere that I'm rendering in OpenGL 3.0 (context created with SDL2,...
  8. That was it, thanks. The specific calls I was...

    That was it, thanks. The specific calls I was missing were



    glUniform1i(u_TextureSamplerHandle, 0); // associate with GL_TEXTURE0
    glUniform1i(u_NormalSamplerHandle, 1); // associate with...
  9. Help with glActiveTexture / Multitexturing

    Hi All,

    I'm going through the orange book, but I got caught early on with a multitexturing example. For starters, I'm running OpenGL 3.0 core, glsl 1.2, starting my context with SDL2.
    ...
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    Thanks, that actually clears up a lot for me.

    Thanks, that actually clears up a lot for me.
  11. Replies
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    395

    What's happening to my triangles?

    EDIT:
    I've gotten my cube to draw, but I'm still confused. See edit at bottom of post.

    Hello all,

    Sorry for the vague title, but that really is my question. As a preface, I am using glm for...
  12. Problems Running Linux GLSL code on Mac

    Hi All,

    I'm trying to get some code I've written for linux working for Mac. However, if I can get a specific example from the Lazyfoo tutorials working then I can apply to to my code.
    ...
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    Yeesh. Well, alright, I'll press on. I'll...

    Yeesh. Well, alright, I'll press on.

    I'll stick with Dual Quaternions because I like the math. In theory, though, couldn't I define a class with a quaternion member (rotation) and a vec4 member...
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    Alright, I can see how that would make things...

    Alright, I can see how that would make things easier to chain. Thanks.

    However, given all that, is my SLERP code correct?
  15. I'm no expert here, and I'm not familiar enough...

    I'm no expert here, and I'm not familiar enough with these libraries to say anything for certain, but could it be that one uses degrees while the other uses radians?
  16. Replies
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    Dual Quaternion Slerp

    Hey All,

    I'm implementing a skinning algorithm using dual quaternions to represent the translation/rotation of my joints a la wscg.zcu.cz/wscg2012/short/A29-full.pdf. However, I'm getting some...
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    Neat, glad that got cleared up. I may try...

    Neat, glad that got cleared up. I may try interleaving my data just for kicks.

    MtRoad, I think you were correct in that I wasn't declaring the frustum matrix properly. I did some tests and found...
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    Thanks for the reply. Just for the record, it...

    Thanks for the reply. Just for the record, it turns out that the matrices I was printing out were the transposes of the actual matrices (does glm do this by default?)

    Anyway, I've got it working...
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    When does homogenization occur?

    Disclaimer: I already posted this in the Beginner forum, so if that's a no no please let me know....
  20. Replies
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    When does homogenization occur?

    Hey All,

    I'll start by outlining the issue, and then afterwards provide some code samples to give context to my problem. However, the meat of my question is this: at what point in the graphics...
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    GLM Matrix Reuse

    Hey all, I sure hope this sub is active...

    So I'm just learning about incorporating GLM into my code, and I was concerned about whether or not I was doing it correctly.

    I'm writing a simple...
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    Hey all, if anyone cares I found the answer to my...

    Hey all, if anyone cares I found the answer to my question here:
    http://stackoverflow.com/questions/15991599/android-opengl-es-2-0-black-textures/20939919#20939919

    Thanks to Lizzard for the help
  23. Replies
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    OpenGL ES Texturing question

    First off I know this isn't the place to post this, but the opengl es forum seems a bit dead. I'm trying to port some C code to run on an android device, and what I need is to draw a 2-D array of...
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    Thanks for your response, but I should have been...

    Thanks for your response, but I should have been more clear. I'm trying to optimize a physics simulation my professor showed me where we calculate the voltages in a 2-d field through time, getting a...
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    Computing Pixel Color via GLSL

    Hi All,

    I've got a program that takes a (screen sized) 2-D float array and uses a color map function to generate an RGBA pixel array. I am drawing the array via glDrawPixels, and it works fine,...
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