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Type: Posts; User: Yandersen

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by Yandersen
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10
Views
261

### Oh yes, now I see, thank you! Funny, but, the...

Oh yes, now I see, thank you! Funny, but, the more we talk about it the more precise the "However you like." answer looks like to me... :) There is clearly a whole bunch of solutions to make a...

by Yandersen
Replies
10
Views
261

### I think I found the solution here...

I think I found the solution here. As I understood from the video, the "tension line" is tangent to the curve, and the coordinates of the desired point Vm is a center of that line at 50%...

by Yandersen
Replies
10
Views
261

### Wow, wow, GClements, you always shoot so much...

Wow, wow, GClements, you always shoot so much theoretic material for my simple mind that I start feel myself like a black guy in a science lab... :)
I've seen this triangle subdivision with extra 7...

by Yandersen
Replies
10
Views
261

### It is an edge of the triangle. I tessellate the...

It is an edge of the triangle. I tessellate the triangle by subdividing it's edge.

by Yandersen
Replies
10
Views
261

### Whoops, I just realized I have incorrectly...

Whoops, I just realized I have incorrectly specified the problem. We can't say that the normal Nm in the middle point Vm will be the average between normals Na and Nb. Attachment is an example were...

by Yandersen
Replies
10
Views
261

### Oh, thank you, GClements, it works! :) Care to...

Oh, thank you, GClements, it works! :)
Care to explain why the displacement divided specifically by 8?

by Yandersen
Replies
10
Views
261

### Tesselate triangle

Hi!
Say, I want to increase detalization of a mesh to make a model smoother.

I want to do this by a simple iterative approach: if a certain edge with vertices Va and Vb and normals Na and Nb has...
8. ## Thread: Intersect triangle with segment

by Yandersen
Replies
5
Views
648

### Thank you, GClements, indeed the algorithm gives...

Thank you, GClements, indeed the algorithm gives the same result for intersection point. I manually checked conditions - no_intersection_conditions reported correctly ("false" returned). I rewrote...
9. ## Thread: Intersect triangle with segment

by Yandersen
Replies
5
Views
648

### Wow... That is too much for me, I guess... I...

Wow... That is too much for me, I guess... I solved the problem geometrically, through relativity of the volumes (which is calculated as a determinant of 3x3 matrix composed of three vectors forming...
10. ## Thread: Intersect triangle with segment

by Yandersen
Replies
5
Views
648

### Intersect triangle with segment

Hi!
Basic task - to find the intersection point between a line segment with corner points S1 and S2 and a triangle with vertices A,B,C.

To do this I wrote a function that calculates partial...
11. ## Thread: glTextureSubImage2D vs GL_TEXTURE_CUBE_MAP

by Yandersen
Replies
4
Views
537

### Clearly, that was one of a hundreds...

Clearly, that was one of a hundreds typos/mistakes I mentioned for a last few month. The whole docs have to be "bulldozered", function-by-function.
12. ## Thread: glTextureSubImage2D vs GL_TEXTURE_CUBE_MAP

by Yandersen
Replies
4
Views
537

### Thank you, Alfonse! P.S.: man4 pages have more...

Thank you, Alfonse!

P.S.: man4 pages have more bugs than information. Shame no one maintains the documentation.
13. ## Thread: glTextureSubImage2D vs GL_TEXTURE_CUBE_MAP

by Yandersen
Replies
4
Views
537

### glTextureSubImage2D vs GL_TEXTURE_CUBE_MAP

Hello!
In OpenGL4.5 we got DSA providing the alternative texture uploading functions that take a texture ID instead of the target as a parameter:

void glTextureSubImage2D(
GLuint texture,
...
14. ## Thread: Lines at the end of a texture

by Yandersen
Replies
10
Views
818

### Seems like the target implementation does not...

Seems like the target implementation does not support non-POT textures? Nowadays?! :O
15. ## Thread: opengl draw lines doubt

by Yandersen
Replies
4
Views
565

### You are welcome, but it should. :) Would you...

You are welcome, but it should. :)
Would you post a line-drawing part of code?
16. ## Thread: Lines at the end of a texture

by Yandersen
Replies
10
Views
818

### Check wrapping parameters (GL_TEXTURE_WRAP_S,...

Check wrapping parameters (GL_TEXTURE_WRAP_S, GL_TEXTURE_WRAP_T) - maybe you see pixels from the opposite side of the image while you prefer edge clamping (GL_CLAMP_TO_EDGE)?
17. ## Thread: Code not wirking on windows =S

by Yandersen
Replies
3
Views
421

### Strange problem. Memory fragmentation, buffer...

Strange problem. Memory fragmentation, buffer overflow?
If the drawing code the same, check if the window has depth buffer and it is cleared each frame and the SwapBuffers() called. Maybe?.. :)
18. ## Thread: opengl draw lines doubt

by Yandersen
Replies
4
Views
565

### Where one line ends another should start. Do not...

Where one line ends another should start. Do not start or end two lines at the same spot, I guess, and the extra pixel will not be needed - just reverse direction of some lines.
19. ## Thread: Heightmap flattens if model is rendered

by Yandersen
Replies
1
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297

### There is not enough info provided to figure out...

There is not enough info provided to figure out the problem. If the elevation of terrain height values is controlled by some uniform scaling factor, that uniform may have changed somehow to a zero....

by Yandersen
Replies
4
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420

### Oh, I see. Now I understand. :) Thank you very...

Oh, I see. Now I understand. :)
Thank you very much, guys!

by Yandersen
Replies
4
Views
420

### Well, for regular cubemap textures I create a...

Well, for regular cubemap textures I create a GL_TEXTURE_CUBE_MAP type texture, then I upload images using glTexImage2D to 6 different targets: GL_TEXTURE_CUBE_MAP_*_*. Now, if I understand...

by Yandersen
Replies
4
Views
420

### Gl_texture_cube_map_array

Hi!
I have troubles understanding the process of creation and image' uploading of this new fancy texture type - the specs and wiki did not gave me a clear picture on that process. No examples I...
23. ## Thread: True Camera via OpenGL4.5

by Yandersen
Replies
9
Views
3,221

### Alfonse, no matter how precise we call it, the...

Alfonse, no matter how precise we call it, the algorithm will still be the same. The technique is already proven to be working. :)
BTW, if you like it, feel free to make your own publication on the...
24. ## Thread: True Camera via OpenGL4.5

by Yandersen
Replies
9
Views
3,221

### Hm, thanks, but I will change it a bit, because...

Hm, thanks, but I will change it a bit, because vertex' Z is not mapped to [-1...1] range, actually...
25. ## Thread: True Camera via OpenGL4.5

by Yandersen
Replies
9
Views
3,221

### Changed to gl_FragCoord.z. Thank you, Alfonse!

Changed to gl_FragCoord.z. Thank you, Alfonse!
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