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Type: Posts; User: mireazma

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  1. Now I understand. Thanks again.

    Now I understand. Thanks again.
  2. I appreciate you helping me again. By mipmap...

    I appreciate you helping me again.
    By mipmap economy I mean the fact that adding mipmaps to a 3 channel texture, the whole set of all sized mips fits "economically" into the size of a channel, hence...
  3. Thanks for the explanations. Yes, I meant...

    Thanks for the explanations. Yes, I meant constant color but I was biased by cases like UV maps where there's "empty" space around useful texels rgba(0, 0, 0, 0) :)
    Now it follows that I'd should...
  4. efficiency of compressed textures and mipmaps (2 different questions)

    Hello there.
    I've read about different compression formats out of which I came to prefer s3tc and etc (maybe astc but it's a bit slower at real-time decompression). Now I wonder for each of them how...
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    Thank you for clarifying. Now I understand what's...

    Thank you for clarifying. Now I understand what's going on and when. If I got it right:
    Although I have 2 triangles, the key is having the same, quad texture to "cover" them.
    The interpolation is...
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    Thanks for the answer. I'm trying to figure out...

    Thanks for the answer. I'm trying to figure out when filtering is done. You want to say that filtering is done per object? Or as (invisible) extra postprocessing passes on the color buffer?
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    filtering and 2-triangle quad

    Hello.

    What happens with filtering at the edge of a triangle?
    When rendering a quad made of 2 triangles with filtering, be it of whatever type, I suspect each triangle is filtered independently...
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    Thank you, I guess I'm going to do it manually.

    Thank you, I guess I'm going to do it manually.
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    access x, y, z after transformations?

    At first I took it for granted but it turned out I don't have access to x, y and z directly for a model, after I draw it at some coordinates resulted from a series of rotatef()/translatef()...
  10. I'm asking for not-faceted models guidance

    Hello there.
    I'm aware that it's a broad matter that can hardly fit in a topic but I appreciate any help of any kind, be it related to math, design, programming etc.

    I'm looking for a way to...
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    Thank you.

    Thank you.
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    extra vertices in vertex shader

    I'll try to be as clear as I can to be easily understood.

    I know that by means of certain variables passed from vs to fs values are interpolated so each fragment gets the appropriate ones (like...
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    Thank you both. Dark Photon, that's a real...

    Thank you both. Dark Photon, that's a real revelation there. Funny how a misconception sometimes gets to be adopted by a majority as a standard.
    I'd be more than happy if there was a way to measure...
  14. Thread: opengl rotate

    by mireazma
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    Or, take a look at your double post. Seriously.

    Or, take a look at your double post. Seriously.
  15. Thread: opengl rotate

    by mireazma
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    Let's find your answer by taking the dot product...

    Let's find your answer by taking the dot product of the fact that I'm just a noob in this matter with your question being a little generic :D
    what do you mean by "rotate a sphere"?
    I presume it's a...
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    simple fast PRNG's

    I've been (re)searching for a prng on the web. I came up with the following (excuse my syntax -- I'm a newbie in shading):

    A few depending on bitwise operations:
    1.

    #extension...
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    Thanks for structured info. So it depends on one...

    Thanks for structured info. So it depends on one hand on the compiler and on the other hand on the hardware.
    Is there a way to test the performance of shaders? Like a benchmark software that "plays"...
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    tips for performance? (request)

    Hello.
    I'm making my first shader inspired by the easy-findable shockwave shader on the web (yeah, it's the same one on many pages with very little variations). So I said I would do something...
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