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Type: Posts; User: icebeat

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    Gl_texture_border_color

    Hi,

    I am implementing PCF shadow map based on the OpenGL 4 Shading Language Cookbook example and for some reason, one of the border is always black when I paint the shadow map over a ground plane....
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    Hi, What you need to do is convert the 2D...

    Hi,

    What you need to do is convert the 2D screen coordinates (Mouse X,Y) to world coordinates.
    Google for opengl camera unproject coordinates. If you are using GLM, you could use glm::unProject()...
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    Hi Malexander, Thanks for the reply. I...

    Hi Malexander,

    Thanks for the reply.

    I tried with GL_RG too but it doesn't change the result (all transparent). Dual depth peeling or a least my implementation require 2 textures for depth...
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    GL_RG32F vs GL_RGB32F in ATI's cards

    Hi All,

    I am implementing a Order Independent transparency with Dual peeling based on http://developer.download.nvidia.com/SDK/10/opengl/src/dual_depth_peeling/doc/DualDepthPeeling.pdf.

    On...
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    Hi Malexander, Thank you for your reply. I...

    Hi Malexander,

    Thank you for your reply.
    I have resolved it using the same technique that you propose. In my coding I am using chunk of 1Million of primitives for a firepro 4900.

    Thanks,...
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    gl_PrimitiveID bug in AMD Cards?

    Hi,

    We are developing a CAD application where the meshes usually are very big. For improve the performance we are painting in a unique batch all the primitives using glDrawElements.
    We are using...
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    glMultiDrawElements + Query

    Hi,

    For hardware query occlusion could be very useful something like this.



    void glMultiDrawElementsQuery(
    GLenum mode,
    const GLsizei* count,
    GLenum type,
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    Hi, You need to calculate the six planes of...

    Hi,

    You need to calculate the six planes of the camera frustum.
    Take a look to this....
  9. Hi, Take a look at...

    Hi,

    Take a look at http://www.opengl.org/archives/resources/faq/technical/transformations.htm
    9.140 How do I keep my aspect ratio correct after a window resize?
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    Thanks, you saved my day.:D

    Thanks, you saved my day.:D
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    Vertex color using GLubyte

    Hi all,

    I am painting over 3 millions of triangles with vertex color information in this way:



    struct vertex
    {
    GLfloat x,y,z;
    GLubyte r,g,b;
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    Hi all, thanks for the replies. Could you...

    Hi all, thanks for the replies.


    Could you please explain to me what means 'location zero' and how could I assign it to an attribute ?.



    The object painted with this shader wasn't...
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    Behavior of a non enabled vertex attribute.

    Hi all,

    The following code works fine in Nvidia, but fail with AMD when VertexColorMix is equal to 0 and the vertex attribute of color (glDisableVertexAttribArray) is disabled.



    #version 330...
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    Ok, that has sense for me. Thanks, :D Carlos.

    Ok, that has sense for me.

    Thanks, :D
    Carlos.
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    Internal format base type for GL_RGBA8

    Hi All,

    In the documentation for glTexBuffer, the base type of GL_RGBA8 is uint. Is this correct?
    If so, how can a GL_RGBA8 be the same type as GL_RGBA32UI?

    Thanks,

    Carlos.
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