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  1. Thanks for the useful information. Do you have...

    Thanks for the useful information.
    Do you have some suggestions about my problem?
  2. I simplified the geometry shader in this way: ...

    I simplified the geometry shader in this way:


    vec4 fromWorldCoordsToScreenCoords(in vec3 wc)
    {
    vec4 pos0 = gl_ModelViewProjectionMatrix * vec4(wc, 1.0);
    return pos0;
    }

    vec3...
  3. The strange thing is that this shader is not...

    The strange thing is that this shader is not completely wrong, it returns points that are just few "units" away from the original positions....

    Another thing:

    here there is written the...
  4. COVERSION: world coord -> screen coord -> world coord

    Hello everybody
    this is what I would like to do:

    starting from 3D points in world coordinates, using the geometry shader I would like to:
    1) move each point for example 5 pixels on the left
    2)...
  5. Replies
    3
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    3,428

    Someone can help me??

    Someone can help me??
  6. Replies
    3
    Views
    3,428

    This is the code (I removed unnecessary lines): ...

    This is the code (I removed unnecessary lines):




    ////////////////////////////////////////////////////////////////////////////////////////////
    #version 330 compatibility
    #extension...
  7. Replies
    3
    Views
    3,428

    Geometry shader: points to thick lines

    Hello everybody,
    I would like to render thick lines strarting from a list of points.
    This is the geometry shader that takes in input point and creates the thick lines:

    ...
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