Hello, I didn't get any clarification. I'd like to hear from others whether they have similar problem or I am wrong.
Thanks in advance.
Type: Posts; User: Lee_Jennifer_82
Hello, I didn't get any clarification. I'd like to hear from others whether they have similar problem or I am wrong.
Thanks in advance.
It seems to me some thing goes with the version. OpenGL 4.5 allows vertex shader output to be bypassed by the geometry shader (even when geometry shader is linked) and fragment shader can work with ...
Two separate programs were used:
For programOne, the follwoing order maintained:
For programTwo, we did as usual (there was no geometry shader):
Thank for the reply. Does the order of attachment among the shaders matter? For example, instead of writing as follows:
Is it okay to write like the following:
I'm asking as I've...
I encountered some problem while using geometry shader. Usually input from the vertex shader should be passed via geometry shader (if used) to the fragment shader. But is it possible that geometry...
Thank you so much for the clarification. Now I totally understand. One last thing, what will be the problem with the resulting output: normals are not of equal length? or there can be more problems.
Thanks for the clarification. It would be very kind of you to make things a bit clearer:
1)Is it totally wrong to calculate like this: M*v + norm(M*n), as what I did? I converted w component of...
I am again confused. For visualizing normals, I've done follows:
my vertex in vertex shader in clip space, suppose v;
normal in vertex shader in clip space, suppose n;
I passed both to the...
My syntax may be wrong. What I was saying the following expressions should be equivalent:
I was talking about multiplying normal by projection matrix because I found when drawing a line in...
I don't understand. Do you mean the following calculation produces garbage?
or this one:
To be more clear, please consider the following two expressions: aren't they equivalent?
But it will be definitely different if I write the bottom one as follows:
Is this kind of...
I think I could not make you understand what I want to know.
For the first case (multiplying by the projection matrix), it seems to me that the second case makes more sense as normal is a vector...
In vertex shader, vertices are multiplied by MVP (projection*view*model) and passed to the fragment shader.
Why normals are only multiplied by modelview(view*model) instead of MVP?
Is it for...
What is the difference between the following two:
and
I find both give the same result.
Hello, I'd like to know how to generate normal map for a particular image. I know there's texture tool for adobe photoshop. I'd like to write code that can be used to generate normal maps for image.
But what happened when I don't explicitly define the mipmap levels:
Will OpenGL generate a number of mipmap level automatically?
I've a very simple question on Cube Mapping. In cube map, I found six images corresponding to the six sides of a cube. Why the images are set together? What is the difference if six different images...
Hello, I've some basic questions on mipmapping. I found that level parameter in glTexImage2D is set to '0' when we'd like to generate mipmap. For example:
Is it by default OpenGL taking care...
I'm trying to do the volume texture example in OpenGL Programming Guide 8th Edition (Chapter 6) using DevIL, but it doesn't show anything. Has anyone made that program working? I don't know what's...
That's what I was about to ask, I'm using OpenGL version 4.3 and it seems it doesn't matter whether the border is set to 0 or 1. Why?
Hello, I know the default border can be set as follow:
But I'd like to know how to increase or decrease the border width?
Thanks.
Hello, I'm trying to generate texture coordinates using meshlab for an obj model. Now the way I'm following is as follows:
Filters > Texture > Parameterization: Trivial Per-Triangle or...
Thanks for the clarification.
Just a simple question, do we always need to normalize normals? Suppoe, when we calculate normal from triangle, is it mandatory to normalize the normals?
Hello, just asking for another clarification. Do I need to always bind the base tetrahedron, hexagon or octahedron in a unit sphere by normalizing the vertices? Why?
Thank you.