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Type: Posts; User: Sunny_Lime

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    translating camera along a vector

    I'm trying to get my camera to zoom towards a particular object in my scene. The camera is not pointing at the object, but I want its apparent position on the screen to remain fixed as I zoom. I've...
  2. the base image is 1024 x 1024 = 1048576 pixels...

    the base image is 1024 x 1024 = 1048576 pixels
    according to wikipedia: 1048576px * (64bits / 16px) * (1byte / 8bits) = 524288 bytes.
    And I have 66 faces, so the the total comes out to 34603008...
  3. I see. So, I'm allocating space for every level...

    I see. So, I'm allocating space for every level now. The errors have gone away, and the textures seem to be loaded correctly if I'm interpreting the results from glGetTexLevelParameteriv correctly....
  4. I've made some progress, but could still use some...

    I've made some progress, but could still use some help.

    The INVALID_VALUE error was caused because imageSize is the size in bytes of the base compressed image PLUS the size of all the compressed...
  5. Loading DDS textures into a cube map array

    I'm trying to load some DXT1 compressed textures into a cube map array, and running into a couple errors. I'm using opengl 4.5. The code to read in the files was is based off of this tutorial, and I...
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    Ok, it's working now. Thanks for the help and the...

    Ok, it's working now. Thanks for the help and the explanations everyone.
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    I appreciate your patience. So here's where I'm...

    I appreciate your patience. So here's where I'm at right now:

    int twidth, theight;
    unsigned char* image1 = SOIL_load_image("awesomeface.png", &twidth, &theight, 0, SOIL_LOAD_RGB);
    unsigned...
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    1) yes. Both 512 x 512. 2) I'm pretty sure...

    1) yes. Both 512 x 512.
    2) I'm pretty sure they're loading successfully. They aren't null, and I've also used those same lines successfully in an earlier iteration, before I started to look into...
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    texture arrays in 3.3

    I'm having trouble trying to get texture arrays to work in my scene. I've found a few examples, like this, but they're all using later versions, so I haven't been able to learn much from them.

    My...
  10. Awesome, thank you! That was exactly what I...

    Awesome, thank you! That was exactly what I needed.
  11. Passing additional data to shader separated from vertices

    So I have a scene where I'm drawing a bunch of different spheres, and each sphere is just a single solid color. I'm doing this by interleaving the color and vertex data into a single array, like {...
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    Do you mind telling me how to convert to...

    Do you mind telling me how to convert to screenspace? I'm guessing it's something like this:

    1) projection * view * model * point, for all the points in the object
    2) That is giving me some large...
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    I tried using a normal perspective, with far...

    I tried using a normal perspective, with far plane, but it doesn't seem to make a difference. I am clearing the depth buffer every frame.

    It seems like it is getting smaller than a pixel. I tried...
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    shapes disappearing when I zoom out

    I'm drawing an icosahedron made out of triangles, and when I zoom out it disappears. First thing first, I'm pretty sure this is NOT about the far clipping plane. I'm using glm::infinitePerspective ,...
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    Thank you, that's exactly what I was looking for!...

    Thank you, that's exactly what I was looking for! I do have another issue though. Since I'm drawing a bunch of points, it's very easy to miss with the mouse, so that the selected point is actually on...
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    This is how I'm doing it. And thank you for the...

    This is how I'm doing it. And thank you for the example, it is very useful.




    I think I didn't explain my goal for zoom well enough, so let me try again. I have my camera positioned at...
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    hi john_connor, Sorry about the delay. I've...

    hi john_connor,

    Sorry about the delay. I've been trying to figure it out based on what you told me, and I've made some progress. I have translation working. Rotation has been giving me some...
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    simulation style view control

    Hello,

    I'm trying to put together a 3D simulation of the solar system. I've seen a couple good opengl tutorials, but they all seem to use fps game type cameras, which are very different from my...
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