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Type: Posts; User: deeps8us

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    Convert GL_TRIANGLE_STRIP data to GL_POINTS

    I have my cordinate data as follows :


    private final float[] verticesData = {
    // X, Y, Z, U, V
    -1.0f, -1.0f, 0, 0.f, 0.f,
    1.0f, -1.0f, 0,...
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    Thank you GClements and sorry for the repeated...

    Thank you GClements and sorry for the repeated questions, still not able to get same results from sampling corners and 3x3 gaussian blur.
    I am using a mediaplayer application which uses...
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    Thankyou GClements. Since I get different results...

    Thankyou GClements. Since I get different results on GL_NEAREST and GL_LINEAR, I guess I am not sampling from texel center. Thus my sampling of corners might have gone wrong. How can I find exact...
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    How can I ensure that I am sampling from texel...

    How can I ensure that I am sampling from texel center itself and when I try to access a corner, it is indeed a corner.?
    Also if I am correctly sampling from texel center, will GL_LINEAR and...
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    I have an original implementation where I...

    I have an original implementation where I calculate convoltued value of a 3x3 block using Gaussian-Blur algorithm. That uses GL_NEAREST as texture mapping.
    For optimization, I thought of replacing...
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    When comparing against the convoluted value got...

    When comparing against the convoluted value got through Gaussian-Blur, this differs greatly. I am missing something here. Texture mapping used is GL_LINEAR.
  7. Thankyou GClements, I could solve it by doing...

    Thankyou GClements, I could solve it by doing 1.0-coord.v (flipping) when accessing texel.
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    GClements : Huge thanks for your detailed answer...

    GClements : Huge thanks for your detailed answer which answered a lot of my questions.

    I have some more questions on your comment.

    1. I am trying to find convoluted value of a texel by sampling...
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    How to access corners of a texel

    I have a texel (rectangle) and I need to access its 4 corners.


    vec2 offset = vec2(1,1)/vec2(texWidth, texHeight)
    texture2D (texSource, texCoord + 0.5 * offset * ???? )

    what should I fill...
  10. reaktor24 : From the first look, I think that is...

    reaktor24 : From the first look, I think that is not the issue I am facing. Becasue when I render directly onscreen there s no issue. Issue happens only when I render to an offscreen texture first...
  11. Android opengl off-screen rendering output flipped

    I have an OES texture which renders off-screen to another 2D texture using frame buffer object (FBO) My output is completely flipped both upside- down and left - right

    Read that by inverting...
  12. Convolution of 4 corners of a texel using hardware Bilinear filtering

    Hi

    To get the convoluted value for a texel, I am trying sampling across 4 corners. I was able to do convolution by 3x3 matrix and doing gaussian-blur. But I want a more optimized way and so...
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