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Type: Posts; User: Vylsain

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    Yes I do, you can quickly have a lot of different...

    Yes I do, you can quickly have a lot of different materials. Most people will use texture splatting just with a few simple materials like grass/rock/dirt but I need more to represent more land class....
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    I mean with a single VBO used multiple times...

    This won't be helpful. Draw as few as you can.
    [/QUOTE]

    I mean with a single VBO used multiple times (once for each quadtree leaf)



    Yes I bind all potentially used textures before rendering...
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    Ok, since no one answered, I guess my question is...

    Ok, since no one answered, I guess my question is not clear... sorry about that.
    Let me reformulate it :

    I) Render to texture FBOs :
    Obviously, rendering to texture using a single FBO and...
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    Oops, wanted to post this topic in "advanced"...

    Oops, wanted to post this topic in "advanced" section rather than here. Can it be moved please ?
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    Terrain rendering techniques

    Hi everyone

    I am working on a terrain rendering engine and I have a few questions about rendering techniques. I am an OpenGL autodidact with only a few years of experience so please forgive me if...
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    Light visibility in fog

    Hello everyone.

    I'm trying to simulate an airport approach lighting system in bad visibility conditions.
    The problem is that I can't find a way to simulate those lights attenuation in the fog.
    ...
  7. Hello. Here's an excellent article that...

    Hello.

    Here's an excellent article that presents several methods to achieve this:

    http://www.lighthouse3d.com/tutorials/view-frustum-culling/
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    Here's how to do it with GLX: In main thread...

    Here's how to do it with GLX:

    In main thread Init function :



    XInitThreads();
    ...
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    Nearest-Depth Upsampling

    Hello everyone.

    I'm looking for ways to optimize my particle rendering system.
    I implemented low resolution off screen particles explained in this article :
    ...
  10. Ok ! The way I implemented it now seems...

    Ok !

    The way I implemented it now seems appropriate.

    Thank you Dark Photon. ;)
  11. I think I know where my problem is coming from. ...

    I think I know where my problem is coming from.

    I implemented TF following that tutorial : http://ogldev.atspace.co.uk/www/tutorial28/tutorial28.html

    In this example, glDrawArrays is called...
  12. Draw a portion of a transform feedback buffer

    Hello everyone.

    I am using TF buffers to render precipitations.
    I'd like to render more or less particles depending on precipitations intensity.

    What is the best way to do that ?

    Thank you.
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    Off screen particles rendering problems

    Hi everyone.

    I faced a fillrate bottleneck in my terrain rendering engine when I began to render weather effects and especially when flying through clouds.

    Then, I've implemented the technique...
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    That's it ! That halfspace fog method works...

    That's it !

    That halfspace fog method works perfectly ! I had some mathematical problems to solve because my terrain is based on an ellipsoid.
    The result is exactly what I was looking for : a...
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    Hehe ! Terrain and weather rendering is a really...

    Hehe ! Terrain and weather rendering is a really interesting subject.

    Your fog effect is looking really good. It's a good simplification if you're looking for a layered fog that will only be seen...
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    Thank you Brokenmind and sorry for the delay,...

    Thank you Brokenmind and sorry for the delay, thought nobody had an answer.

    I don't understand why b dissappears from the denominator since it is the result of the integration of exp(-b*Ky*t) from...
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    Ground fog algorithm

    Hello everyone.

    I'm trying to implement a ground fog shader for my terrain rendering engine.
    The technique is described in this article : http://www.iquilezles.org/www/articles/fog/fog.htm

    The...
  18. Oh ok. That's the first time I use theads and...

    Oh ok. That's the first time I use theads and even though that's completely logical and the first thing to check, I missed that ! :whistle:

    Thank you for your help mbentrup ! :)
  19. Sharing contexts with GLX for multithreaded app

    Hello everyone.

    I'm programming a flight simulator app and I have data for the whole world.
    Then, there is a lot of textures and geometry to load so I made a background thread that dynamically...
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    Yes you are right. I've been trying to use...

    Yes you are right.

    I've been trying to use that technique but I don't even understand how it works...

    I'm very sorry that you lose your time.

    Thank you.
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    Thank you for your answer Alfonse. I ) THE...

    Thank you for your answer Alfonse.

    I ) THE BUFFER OBJECT

    In fact, i tried the proper way before but without success. I was doing this :



    glBindBuffer(GL_TEXTURE_BUFFER, m_bufferId);
    ...
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    Send a texture buffer to a shader

    Hello everyone.

    I'm trying to send a texture buffer to my fragment shader. This texture buffer contains the coordinates of control points to make a Bézier interpolation in my shader.
    These...
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