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Type: Posts; User: Aleksandar

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  1. Replies
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    OK! That is ROAM. If you need it, you could...

    OK! That is ROAM. If you need it, you could implement it. What's the problem?
    It isn't efficient, or GPU friendly. But if you need ROAM's way of terrain rendering be free to implement it.
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    First, we should clarify whether you need a...

    First, we should clarify whether you need a terrain LOD scheme or a general mesh LOD scheme. The techniques used in these two schemes are quite different. Although it seems easier to deal with the...
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    I strongly recommend you to avoid ROAM. It is an...

    I strongly recommend you to avoid ROAM. It is an ancient method, from the time when GPUs are slow and the minimization of the number of triangles drawn was of high priority.
    However, nowadays GPUs...
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    I'm not familiar with C#. Maybe it would be...

    I'm not familiar with C#. Maybe it would be useful to take a look at "3D Engine Design for Virtual Globes", chapter 10 (Exploiting Parallelism in Resource Preparation). Authors did an excellent job...
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    This is not very wise organization. Why don't you...

    This is not very wise organization. Why don't you organize all rendering in a single (renderer) thread, load resources in the separate thread and leave the main thread for other stuff?
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    Ups, I found where you made a mistake! You...

    Ups, I found where you made a mistake!
    You assume that W/HFOV = H/VFOV, where HFOV is horizontal FOV, VFOV - vertical FOV, H - screen height and W - screen width. That is not correct!
    If VFOV is 45...
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    I didn't say it is not a respectable software,...

    I didn't say it is not a respectable software, just that I have no time to try it.
    On the other hand, I have expected you to explain where the problem is. You just noticed that there is an issue....
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    I really have no time to read through the...

    I really have no time to read through the Matlab's CCT documentation. Maybe you could concertize what's the difference between CCT and your calculation of vertical FOV.


    How can the focal length...
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    As you have already noted, there are no standard...

    As you have already noted, there are no standard libraries to support OpenGL based application development.
    But I like it very much because only a vendor driver and glext.h (and glxext.h/wglext.h)...
  10. How do you suppose to rotate a point in infinity...

    How do you suppose to rotate a point in infinity around anything?

    Before being aware of the problem, you have to understand homogeneous coordinates. Your "lightPosition" is actually not a...
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    What made you ask such question? The way it is...

    What made you ask such question? The way it is formulated makes it meaningless. That's probably why somebody (not me) rated it with a single star.

    If you generally ask about realism, probably the...
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    I hesitated whether to post any comment on this...

    I hesitated whether to post any comment on this thread, but such naive question provoked me to write a line or two.

    Well, if you want to shoot a rabbit, would you use a heavy artillery or a rifle?...
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    There is a lot of peculiar facts in your post....

    There is a lot of peculiar facts in your post. But, let's start from the beginning.


    Why do you want to draw 20M point sprites when 1080p full HD screen has just 2M pixels? OK, maybe you have 4K...
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    I'm sorry for interfering, but why don't you use...

    I'm sorry for interfering, but why don't you use a selection mechanism available in the legacy OpenGL?
    It would save you from all the trouble, like converting the screen coordinates to the...
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    Believe it or not, but it doesn't matter. On my...

    Believe it or not, but it doesn't matter. On my Win7 it works perfectly whatever value is set. It seams the version is completely ignored.
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    Agree! In that context, Crunch (with...

    Agree! In that context, Crunch (with m_dxt_quality = cCRNDXTQualityUber and cCRNCompFlagPerceptual = false) is the best solution.


    GL DXT compression has the worst quality, as you can see from...
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    Thank you, Alfonse, for being the common sense of...

    Thank you, Alfonse, for being the common sense of this forum! I really appreciate your opinion and completely agree with everything said, but I tried to stress something different.



    I didn't...
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    CPU based DXT compression

    Hi all,

    I would like to start a (short) discussion about the CPU based DXT compression. Namely, DXT is probably the most common texture compression method on desktops. It is widely supported and...
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    There are several issues in your code: 1. You...

    There are several issues in your code:

    1. You have to select the bitmap into the memory device context. (Do you have any experience with GDI? Objects have to be selected in order to be accessed.)...
  20. That is probably the manifestation of the finite...

    That is probably the manifestation of the finite precision. With single precision floating-point arithmetic you cannot rely on more than 6 decimal digits.
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    Which Del Inspiron notebook? We need much more...

    Which Del Inspiron notebook?
    We need much more details about your configuration than just that. The most important is an information about the graphics card in it.
    I have never tried Houdini, but...
  22. It is strange you didn't ask how that value is...

    It is strange you didn't ask how that value is measured. :)

    All these reader1's posts are part of an interesting "psychological experiment". Unless he is a very young person, the behavior is quite...
  23. It does if you need to overlap artificially...

    It does if you need to overlap artificially generated image and the picture from the real camera, link in augmented reality.
    In that case, the following parameters of the sensor are important to...
  24. OpenGL is not a language, but an API. ...

    OpenGL is not a language, but an API.


    Fairly simple. Just find some beginner's tutorial.


    More advanced topic. You could search for the solution on the net. Something like this might be...
  25. Actually, it is not! FOV depends on the viewer's...

    Actually, it is not! FOV depends on the viewer's distance from the monitor.

    In order to make analysis simpler, let's assume the human eye is a standard camera sensor. Since the focal length of the...
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