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Type: Posts; User: mast4as

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    Floating-point to Fixed-point coordinates

    I was reading this post from this very good series:

    https://fgiesen.wordpress.com/2013/02/08/triangle-rasterization-in-practice/

    I understand most of it but I don't understand the end of the...
  2. Thank very much GClements ;=). I think I got all...

    Thank very much GClements ;=). I think I got all your points.

    Because I come from a CPU/RT bg and haven't done any GPU for a very very long while, this aspect of the rendering pipeline has always...
  3. So I am reading this book "Game Engine...

    So I am reading this book "Game Engine Architecture" from J. Gregory and p. 436 it says:



    This seems plain wrong to me or am I missing something again (please HELP ;-))).

    so, it says that...
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    I found some information on this format here: ...

    I found some information on this format here:

    http://www.scratchapixel.com/old/lessons/3d-advanced-lessons/obj-file-format/
  5. Sure though the clipping could also happen in...

    Sure though the clipping could also happen in eye-space rather than clip space. The equation of the planes making up the frustum are easy to find. The equations for intersecting lines with planes are...
  6. Okay thanks for clarifying this point, though I...

    Okay thanks for clarifying this point, though I would argue the other way around from a pedagogical point of view is better. I prefer when someone tell me "here is how it works within this particular...
  7. Thank you for taking the time to make such a...

    Thank you for taking the time to make such a detailed answer. ...



    I am assuming the perspective projection is the most common/default one ;-)



    yes certainly. I do get that, however I...
  8. Don't be desperate Alfonse. People DO READ;-). I...

    Don't be desperate Alfonse. People DO READ;-). I read your document carefully, and they brought me most answers I was looking for. This was very useful and explained things well.

    I regretted that...
  9. That seems interesting but I don't understand,...

    That seems interesting but I don't understand, sorry ;-((( What do you mean by "by fiat"? Is it a typo?;-). Now you say camera space of 0 represents a plane containing the camera? This is not clear...
  10. Thanks for your very good and complete answer. ...

    Thanks for your very good and complete answer.

    I have a few more points through that I'd like to clarify:




    I understand the concept of projection matrix and how it is built. But what I...
  11. So how does the perspective projection matrix works now in GL4?

    I clarify my question:

    in the old fixed-function pipeline we used to pass the perspective projection matrix by setting GL_PROJECTION. Now I also understand that by multiplying a point in camera...
  12. The answer is: YOU DON'T. I made a mistake. I...

    The answer is: YOU DON'T.

    I made a mistake. I was simply drawing the back face of the geometry before the front faces. I just didn't pay attention to the order in which the vertices were declared....
  13. I know, and appreciate the comment. I have only...

    I know, and appreciate the comment. I have only done this as an exercise.

    I also know about the projection matrix (remapping to the unit cube) and the what the world-to-cam matrix does.

    What...
  14. OpenGL: camera to world matrix needs inversion about z-axis. Why?

    To move the camera around I have 4 transforms:

    * one to rotate the cam around x
    * one to rotate the cam around y
    * one to translate the cam in the x/y plane perpendicular to the camera
    ...
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    Cool, thank you I didn't know about the restart...

    Cool, thank you I didn't know about the restart feature.
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    I have another related question, and I think it's...

    I have another related question, and I think it's better if I don't start another thread. So I draw the (triangulated) faces of the cube then I need to draw the lines for the faces. I have never used...
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    okay yes sure. That would involve to have texture...

    okay yes sure. That would involve to have texture coordinates though. But yes it's an idea;-) Thanks for your answers.
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    Thank you very much. Using a texture? How would...

    Thank you very much. Using a texture? How would that work more specifically. It seems to me that you need to know where the edges are in texture space, which requires your geometry to have texture...
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    Polygon with more than 3 vertices?

    I used OpenGL in the past, but I am just in the process of catching up on the later development with GL4. I understand the concept of VBO, etc. but it seems to me like the only way of drawing...
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