Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: dorbie

Page 1 of 20 1 2 3 4

Search: Search took 0.21 seconds.

  1. Replies
    2
    Views
    154

    OK I think you are saying the old stuff worked...

    OK I think you are saying the old stuff worked and the new stuff doesn't....?

    Well to that I say that you are rotating about the origin, not the 0.5 0.5 center.
    Also your software math library...
  2. Replies
    2
    Views
    154

    This looks about right. If texture is scaled then...

    This looks about right. If texture is scaled then you are rotating around the wrong axis, but 90 degrees would make it zero width so that's not it.

    Try LoadIdentity() on teh texture stack first...
  3. Based on your image I'd say your positions are...

    Based on your image I'd say your positions are clamping at 0.0-1.0, with a narrow transition area.

    You also seem to be storing world positions not something light space position prior to your...
  4. Replies
    4
    Views
    679

    The question is can you do something better and...

    The question is can you do something better and more mature. I suspect the answer is no. GLEW saves you a lot of effort, works and solves a lot of cross platform and compatibility headaches. It is...
  5. Replies
    4
    Views
    1,568

    I suspect GLEW was providing your included for...

    I suspect GLEW was providing your included for your OpenGL API bindings. Get the latest version and include + link it in. Alternatively include the platform specific GL headers and of course you'll...
  6. Replies
    1
    Views
    689

    It is not clear what problem you are trying to...

    It is not clear what problem you are trying to overcome. A streaming buffer can and probably should be limited to a smaller size so it does not consume unlimited memory but this is an application...
  7. Thread: Dct

    by dorbie
    Replies
    7
    Views
    627

    They are used most commonly in image and video...

    They are used most commonly in image and video compression. DCT works well as a constrained FFT on small image tiles of fixed size e.g. 8x8. To explain briefly, images are converted into smaller...
  8. Thread: Dct

    by dorbie
    Replies
    7
    Views
    627

    With enough frequency domain coefficients you can...

    With enough frequency domain coefficients you can do sharp edges, however because this is used as a common compression technique by lopping off higher frequency coefficients after some kind of...
  9. Any occlusion map that just shows occluders and...

    Any occlusion map that just shows occluders and not distance to nearest occlusion is going to introduce a sampling nightmare when detecting actual occlusion. Occlusion maps should not draw occluders...
  10. Replies
    1
    Views
    498

    A circle projected onto a plane would be a...

    A circle projected onto a plane would be a conical projection and would fall into 3 possible categories. It would be either a circle an ellipse or a parabola depending on the conical intersection...
  11. P.S. as has already been said, if you want dashed...

    P.S. as has already been said, if you want dashed lines that get smaller in perspective without shimmering (they'll fade to a % of dash coverage) then you should use 1D MIP map textures.
  12. I looked at your video. It's working perfectly....

    I looked at your video. It's working perfectly. Your problem is you are oversampling and don't seem to want perspective dashes. Right? You want dashed lines of a consistent length that do not get...
  13. Replies
    4
    Views
    601

    Alpha test is for testing fragment alpha values...

    Alpha test is for testing fragment alpha values against an alpha reference value. It is separate functionality that is deprecated in OpenGL ES 2.0 (not even deprecated in fact, it's gone). Instead...
  14. https://www.youtube.com/watch?v=btYfWkTS9aE

    https://www.youtube.com/watch?v=btYfWkTS9aE
  15. Well you have the object at the origin there, and...

    Well you have the object at the origin there, and with a loadmatrix you've blown away your viewing matrix (and/or translate) if you had one, so depending on what else you do the eye will probably be...
  16. Replies
    4
    Views
    1,353

    P.S. if your light is shader math based you have...

    P.S. if your light is shader math based you have the means to filter the light cone accordingly, by for example sampling with some form of du and dv. Supersampling is the trivial approach but it...
  17. Replies
    4
    Views
    1,353

    If your light cone is a projected texture it will...

    If your light cone is a projected texture it will not alias but descend the MIP pyramid applying a suitable prefiltered image. In order for your scenario to work well though you need anisotropic...
  18. Replies
    6
    Views
    1,533

    Instead of shading the lighting result as you...

    Instead of shading the lighting result as you render your depth buffered scene you can shade lighting parameters to multiple framebuffers.
    This leaves things like surface normal and albedo in...
  19. Replies
    3
    Views
    898

    This is a GLUT question not an OpenGL question. ...

    This is a GLUT question not an OpenGL question.

    After you have created a subwindow you can use glutSetWindow and glutPositionWindow and glutReshapeWindow on the subwindow to adjust what you need.
  20. Replies
    24
    Views
    4,933

    P.S. From your link line: -lopengl21 Eh?...

    P.S.

    From your link line: -lopengl21

    Eh? You may want to double check that lib name.
  21. Replies
    24
    Views
    4,933

    Enough of the flames, all of you. Amad, I'm...

    Enough of the flames, all of you.

    Amad, I'm not going to censor this discussion. Some topics are flamebait and you've not just been on the receiving end. I suggest you ignore the insults and focus...
  22. You must develop an understanding of how you are...

    You must develop an understanding of how you are rendering and to what type of surface. The issue you are encountering may be caused by double buffering vs. single buffering but if you are using a...
  23. Replies
    8
    Views
    2,452

    This is a simple problem. With your cube at the...

    This is a simple problem. With your cube at the origin subdivide the cube faces and normalize the vertices as if they are vectors, this will produce a unit radius sphere if you are around the origin....
  24. That is how GL_QUADS are drawn, vertex ordering...

    That is how GL_QUADS are drawn, vertex ordering varies by primitive type...
  25. Replies
    2
    Views
    1,358

    If you are plotting points then color coding them...

    If you are plotting points then color coding them could get you closer but there should be so many points in a serious simulation that rendering like this becomes impractical. One option is to...
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4