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Type: Posts; User: Yandersen

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

    Changed to gl_FragCoord.z. Thank you, Alfonse!
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    True Camera via OpenGL4.5

    Gentlemen, I want to share the new (at least to my knowledge) technique with you. :)

    As we know, rendering large scenes had always been tricky: if near clipping plane set too close, depth-fighting...
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    OMG, I am so ashamed... Thank you, Alfonse, I...

    OMG, I am so ashamed...
    Thank you, Alfonse, I happened to forget about those functions completely...:doh:
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    DSA requires binding?!

    Hello!
    Playing with Direct State Access functions right now. Just discovered smg unexpected creating a framebuffer: it seems like DSA functions generate GL_INVALID_OPERATION when I attempt to apply...
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    The only thing is if the triangle lays on tips of...

    The only thing is if the triangle lays on tips of the input vectors, then equal distances on the triangle plane will not imply equal rotation angles, actually. But I considered this approach and...
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    Oh, sry, GClements, I see, I get it wrong. So you...

    Oh, sry, GClements, I see, I get it wrong. So you suggest solving those 9 equations with solution containing the t parameter, then determine tmin from there and find the result for tmin. So the...
  9. Sticky: I don't understand this big fuss about the new...

    I don't understand this big fuss about the new name - I used to and I love the old "OpenGL". There are even a 3rd party libraries grow around it mangling the name and API naming conventions like...
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    Right! Just an illustration: if we take an...

    Right! Just an illustration: if we take an orthotriplet and rotate it by any angle around the central axis - it will match another orthotriplet, and all 3 vectors will be rotated by the same angle in...
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    But isn't the Gram–Schmidt orthonormalization...

    But isn't the Gram–Schmidt orthonormalization unfair to the change of input vectors' directions just like in an "easy way" I show above?

    Actually, I just developed some alternative solution. It is...
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    Orthonormalize three vectors

    There are two alternatives for rotational transformations: quaternions or matrices. I like matrices. But multiplying them many times produces numerical error which makes their vectors flow away from...
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    GLSL.hpp - GLSL emulation library

    No questions to ask - just an item I want to share with the community. I wrote a GLSL emulation library similar to glm, but all in one file. The short-cuts I had to take are:
    -there are no...
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    Thank you again, Alfonse!

    Thank you again, Alfonse!
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    Roberto, normally the texture matrix is identity...

    Roberto, normally the texture matrix is identity matrix, so it's existence has kinda no effect when fixed functionality is used. It is so in case of basic model' skin texturing. But there was a time...
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    I found a confusing moment there in specs about...

    I found a confusing moment there in specs about the matrix constructors:What about the non-square matrices? If the same method will be used there, this will result in construction of degenerate...
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    Thank you, Alfonse! Sorry for being specs-blind...

    Thank you, Alfonse! Sorry for being specs-blind from time to time... :)
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    GLSL questions

    Hi!
    Can't find in the GLSL specs anything about unary operators (--, ++) in relation to vector types. Are those applicable to vectors or only to the scalar integer types? Example:

    ivec2 v = 0;...
  19. Thanks, mhagain! I hoped for that to be so! :)

    Thanks, mhagain!
    I hoped for that to be so! :)
  20. Multiple rendering contexts and function pointers

    Those function pointers the user of OpenGL has to query with wglGetProcAddress - are those addresses static? I mean, every time the app launches and initializes OpenGL function pointers - does it...
  21. Oh, I finally remembered why it was so important!...

    Oh, I finally remembered why it was so important! :D In the setup described above the clipping volume is limited by the area in front of the camera plane only (-z>=zNear). As the result, all clipped...
  22. I see this extension as part of the solution of...

    I see this extension as part of the solution of the depth-fighting problem. Here is my plan that involves this extension:

    1) Using glClipControl(GL_LOWER_LEFT,GL_ZERO_TO_ONE) we set the clipping...
  23. Thank you very much, Aleksandar. It is very sad...

    Thank you very much, Aleksandar. It is very sad to hear how long it may take for the 4.5 features to become released to users. :( I remember the 4.4 version took no more than a few month to replace...
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    Sticky: Sorry for offtop. Moved here...

    Sorry for offtop. Moved here.
  25. OpenGL 4.5 support - how much longer to wait?!

    Thank you, Aleksandar. So, there are no release drivers supporting OpenGL 4.5 at all or is it just a WinXP specific problem? Any ideas why is it so and if there is a chance the 4.5 will widespread...
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