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Type: Posts; User: debonair

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    Deferred Shading

    in first pass, we execute VS and FS for all the objects in a scene so MRT will have values for closest pixels. Now in light pass, do we execute the VS for all the objects a scene ? if yes, then FS...
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    glDepthRange()

    I am bit confused with working of glDepthRange(). I have following doubts:
    1. does it specify the accuracy or resolution of depth buffer values. for example, range 0..2000 will have more accurate...
  3. Storage of texture and framebuffer attachement

    Texture Data: When we call glTexImage() it uploads data on GPU, in which memory (EDRAM or shared memory for Streamline processors) this data is stored? When we call glGenerateMipmap() does it create...
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    Got it working: float3...

    Got it working:



    float3 pos=gin[0].Position.xyz;
    float3 right=float3(InverseView[0][0],InverseView[1][0],InverseView[2][0]);
    float3...
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    I was wrong, they should be facing towards the...

    I was wrong, they should be facing towards the camera and should not disappear.
    In above code, I am multiplying position by world matrix, and passing this position into GS, which is wrong. Now...
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    camera movement in particle system

    I am rendering particles with billboard technique. The problem is that when I move the camera to extreme right side, still they get displayed. But when I move the camera to left side they turn and...
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    Can you please specify the equations? I am...

    Can you please specify the equations?
    I am using billboard technique to render particles. Here is my part of the geometry shader:



    vec3 pos=gl_in[0].gl_Position.xyz;
    vec3...
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    bounce.!!!

    bounce.!!!
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    particle system

    I am implementing particle system in which I want particles to rotate around each other i.e. its own axis along with translational motion outwards from the emitter.
    I have outward motion of...
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    check your glActiveTexture() and glUniform()...

    check your glActiveTexture() and glUniform() calls for samplers when you attach it to both the textures.
  11. this might not be related to original post but...

    this might not be related to original post but just curious to know, how would rasterizer works in case of 2 triangles who share the edge?
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    you need to bind same FBO for every side of the...

    you need to bind same FBO for every side of the cube. it would be somewhat like:


    glBindFramebuffer(GL_FRAMEBUFFER,FboObject);
    for (face = 1; face < 6; face++) {
    Draw();
    ...
  13. 1,2. if it works for default, that means it is...

    1,2. if it works for default, that means it is enabled.
    3. you should create a depth attachment (renderbuffer).
  14. checklist: 1. You have cleared depth buffer and...

    checklist:
    1. You have cleared depth buffer and have set the function.
    2. While creating context, you have enabled depth buffer bit.
    3. your depth attachment.
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    I am still confused with how it works. Initially...

    I am still confused with how it works. Initially we are taking normalized coordinates and multiplying it with inverse projection matrix to get coordinates into view space, but in the reverse step (...
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    Thanks a lot. I forgot to apply camera...

    Thanks a lot. I forgot to apply camera transformation. :)
    It works now :)
    One doubt, after applying projection matrix, vertices will be in clip coordinate space and not in NDC right? but we are...
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    I want light frustrum. here is my code of...

    I want light frustrum. here is my code of geometry shader:



    vec4 vertices[]={

    {-1, -1, -1, 1}, { 1, -1, -1, 1}, { 1, 1, -1, 1}, {-1, 1, -1, 1},

    {-1, -1, 1, 1}, { 1, -1, 1, 1}, { 1, ...
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    How to draw frustrum in opengl

    I want to draw frustrum outlines. What will be my coordinates for these frustrum vertices ?
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    can you post your code? you need to bind the...

    can you post your code?

    you need to bind the texture when you are drawing to that texture.
  20. one doubt on above question, according to me we...

    one doubt on above question,
    according to me we use render buffer attachment only when we don't have to read data or we use it only when we blit data in framebuffer. so for performing we should use...
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    Could you please post your code.. However, if...

    Could you please post your code..
    However, if you are trying to avoid the seams, you can use seamless cubemap filtering.
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    Thanks a lot.!!

    Thanks a lot.!!
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    GL_CLAMP_TO_EDGE vs GL_SEAMLESS_CUBEMAP

    Can we say that output of GL_CLAMP_TO_EDGE and GL_SEAMLESS_CUBEMAP will be the same?
    What is difference between two in cubemap textures?
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    Thanks for your reply. And how does...

    Thanks for your reply.

    And how does multisampled textures work?
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    Thanks for your reply..!! I am still...

    Thanks for your reply..!!



    I am still confused with depth and stencil values, you said fragment shader is executed per sample so depth and stencil values will be calculated per sample of a...
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