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  1. hi there, taking a look at you FS i see that...

    hi there,

    taking a look at you FS i see that it will cause problems on some GPU“s.
    There are uniforms that dont have a effect on the final result of the shader ..
    so those are 'optimized away' ...
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    hi, after every frame you can copy the render...

    hi,

    after every frame you can copy the render result into a buffer and store it ti your HD.
    This is a slow prozess but as long as you keep the szene 256x256 px it should be fine ..
    sztart...
  3. hi, well there is not really the ONE format...

    hi,

    well there is not really the ONE format you should use ...
    Of course there are a lot of libs, but its always a good idea to think about :"what mesh data do i need ? "
    As there are so many...
  4. hi, without looking deeper it may be that the...

    hi,

    without looking deeper it may be that the normals of your 3d model are wrong.
    open it in a 3d program and check it.

    regards
    uwi2k2
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    hi, you are using the so called: fixed...

    hi,

    you are using the so called: fixed function pipeline , from opengl .. lets say the OLD WAY :-)

    So you dont need shaders and dont need to manage matrix on your own ...

    thats the best /...
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    hi, yes of course you can. e.g. You draw the...

    hi,

    yes of course you can.
    e.g. You draw the cube to a texture in you own FBO ( Frame Buffer Object ).
    Or you draw dont redraw the szene till a chenge happend.
    So in you render loop like:
    if(...
  7. hi, to check for glErrors is always a good...

    hi,

    to check for glErrors is always a good pratice to find the lines that cause your trouble !
    but you may try to change the clear color ans see if it has affect ...
    this is at least a hint that...
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    hi, ok - got it.. than you should try:...

    hi,

    ok - got it..
    than you should try: glCullFace() and hide backfaces ... it this works fine .. than the order of the triangles it really the problem ...
    than you need some complex logic to...
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    hi, well yes you can do that in opengl ... but...

    hi,

    well yes you can do that in opengl ... but first of all need to know what OS you are on ...
    in android or ios it will be opengl ES 2.0 or 3.0

    cu
    uwi2k2
  10. Replies
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    hi, basicly you can do things like this with a...

    hi,

    basicly you can do things like this with a simple vertex shader that is using the 2d image ( grayscale ) as a displacement map for a mesh.
    So, the lighter the pixel on the 2d img is , the...
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    hi, it looks like both objets are in exacly...

    hi,

    it looks like both objets are in exacly same place ..
    that would lead to so calld "z-fighting".
    Just keep in mind that a transpernt pixel still writes some depth information ...
    Blending...
  12. hi, thats really simple. you create and...

    hi,

    thats really simple.
    you create and compile 2 pairs of shaders. so you have 2 programmobjects.

    than you use the first programm ( shader pair )
    gluseprogramm( progOne )
    than you draw...
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    hi, the basics are still the same ... - you...

    hi,

    the basics are still the same ...
    - you create a texture
    - you fill it with your texture data
    - you bind it ..
    now 2 new thinks come along:
    - you create a "sampler2d" variable in your...
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    hi, i am pretty sure that you are reading to...

    hi,

    i am pretty sure that you are reading to few channels ...
    baybe you final render img is in RGBA .. but you are only copying data to RGB .. that means all gets messd up by 1 byte .. or you are...
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    hi, did you solved it allready ... otherwise...

    hi,

    did you solved it allready ... otherwise lezs just take a look together on skype or teamviewer ..
    skype: uwi2k2 .. i guess we can solve this.

    cu
    uwi2k2
  16. hi, i do not understand what your problem...

    hi,

    i do not understand what your problem is...
    can you explain a bit better ...

    cu
    uwi2k2
  17. hi, the code so far looks fine ... can you...

    hi,

    the code so far looks fine ...
    can you upload all your code so i could test it ... there must be a other logic bug in it.

    regards
    uwi2k2
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    hi, basicly what you are doing MAY be right .....

    hi,

    basicly what you are doing MAY be right .. but a lot of code is needed additionally to this to really use a texture..
    can you show your code ?
    does your model has Texture coordinates ?
    ...
  19. hi, you need to calculate the projection...

    hi,

    you need to calculate the projection matrix for the depth map onto the normal szene.
    m_depthMVP << this is not enough.

    cu
    kai
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    hi, if you set glFrontFace to CW and cull...

    hi,

    if you set glFrontFace to CW
    and cull BACK you normaly see the inside of something ... assuming your data is normal vertex order ..

    cu
    kai
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    Problem with tangent calculation

    hi there,

    i am struggeling with a problem in my webgl project.

    i calculated tangent for normal mapping in this function:




    function calculateTangents( vs, tc, ind )
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    Keep all Objects in Engine in one Array

    hi there,


    i just play around with thoughts about render engine structure.
    i know there are many out there but i wanne just learn by practice.


    i have a complete setup of renderengine,...
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    hi, you need to give a few more infos. what...

    hi,

    you need to give a few more infos.
    what does thecode do ?
    what do you mean by slow ? 30 FPS ?

    regards
    uwi2k2
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    Strange alpha Problem in simple scene

    Hi all,

    i am a bit ashamed that i cant solve this problem myself, mostly as i am a opengl trainer, but
    i have learnd you can only get better when you are not afraid to ask !

    so ... i am...
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    hi, the answer ist mostly yesss .. but the...

    hi,

    the answer ist mostly yesss ..
    but the pointer may take every structure you define.
    so it CAN be that structure .. but does not need to be.

    cu
    uwi
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