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Type: Posts; User: chbaker0

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    That makes sense, thank-you for the correction.

    That makes sense, thank-you for the correction.
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    I may well be wrong, but I was under the...

    I may well be wrong, but I was under the impression that MSAA, SSAA, FXAA, etc are all distinct. Of course Wikipedia isn't always the best source, but here's where I got the idea that FSAA and SSAA...
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    First of all, full-screen anti-aliasing and...

    First of all, full-screen anti-aliasing and supersample anti-aliasing are the same thing.

    Second, the only proper way to do true supersample anti-aliasing is (as far as I know) to turn it on in...
  4. Have you tried commenting out the first...

    Have you tried commenting out the first glTexImage2D and leaving the second?

    The reason why the PBO upload doesn't update the texture is because the PBO isn't associated with the texture in any...
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    It's neither. You start out with only an identity...

    It's neither. You start out with only an identity matrix on the stack, and any matrix functions are applied to that matrix; i.e. glTransform, glRotate, and glScale all multiply their "matrix" with...
  6. It's probably not a good idea to use it though,...

    It's probably not a good idea to use it though, as GLU is pretty outdated. It depends on the fixed function pipeline; it's not the same as the tesselation we hear about nowadays, which occurs on the...
  7. I'd think the easiest way to do this would be to...

    I'd think the easiest way to do this would be to use a triangle fan, instead of a triangle strip. Then, you could just calculate the center of the polygon by "averaging" all of the vertices and...
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    No problem. Actually, if you like the level of...

    No problem. Actually, if you like the level of control that playing with vertex shaders gives you, you may want to go ahead and learn OpenGL 3.3+. It drops all the matrix operations, glBegin/glEnd...
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    This post in another forum...

    This post in another forum suggests that you need to output certain other variables aside from gl_Position if you want to take control of vertex processing but not fragment processing. Specifically,...
  10. Try running it with debugging, so you can get...

    Try running it with debugging, so you can get more information on where the error is occurring.
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    Unfortunately, that is simply not how index...

    Unfortunately, that is simply not how index buffers and glDrawElements() work. Each vertex must be redefined for each time you need a different UV coord. That simple. You'll need to use 24 vertices...
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    That doesn't really make sense...why would you...

    That doesn't really make sense...why would you need more or less UV coordinates than vertices? UV coordinates simply represent that vertex's position in a texture. If you use a library like Assimp,...
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    It is a little more than that, actually. First...

    It is a little more than that, actually. First you can just reduce it to a 3x3 matrix as you said, but then you must take its inverse, then transpose it (or fitting called, the inverse transpose)....
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    Although I don't believe this is the cause of...

    Although I don't believe this is the cause of your problem, it looks like you are relying on the std140 block layout in your program, and so you should declare your block in your shader like this...
  15. I think the problem is more likely that you...

    I think the problem is more likely that you aren't calling SDL_PollEvent anywhere in your main loop.

    Also, I don't think this really belongs in the "OpenGL coding: advanced" section of the forum.
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    No problem :) enjoy!

    No problem :) enjoy!
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    If I understand your setup correctly, you should...

    If I understand your setup correctly, you should probably split up your if blocks kinda like this:


    if(isometric == 1)
    {
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    ...
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    Which matrices are you applying them on?...

    Which matrices are you applying them on? gluPerspective should be used on the GL_PROJECTION matrix and gluLookAt should be used on the GL_MODELVIEW matrix.
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    Did you do: glewExperimental = GL_TRUE; ...

    Did you do:


    glewExperimental = GL_TRUE;

    before calling glewInit?

    Also, you shouldn't need ARB_vertex_buffer_object, ARB_fragment_shader, or ARB_draw_buffers if you are using any modern...
  20. OK, that makes sense. That fits in well with my...

    OK, that makes sense. That fits in well with my scene graph anyway: currently, I have each node holding a transform matrix relative to its parent, so I could do that by simply traversing the graph...
  21. BufferData vs BufferSubData for view matrix UBO

    I read on many places that BufferSubData may cause blocking if the GPU is currently using the buffer it is called on. If I am using a UBO for my view matrix, which gets updated for every object I...
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    I didn't even know about DSA. I just read about...

    I didn't even know about DSA. I just read about it, and that looks like it could really help with some of my class wrappers. For example:


    void SetData(const T &Data_in)
    {
    ...
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    What to keep in mind when moving ahead?

    I'm constantly afraid of writing something one way, and having it come back to bite me in the butt because it doesn't fit with what I'll be doing later; it's happened plenty for me already through...
  24. Oh, wow, I just found out what it was. For...

    Oh, wow, I just found out what it was. For efficiency I set my Uniform class to update the uniform only if it is different from the last value it is set to. However, it is initialized to an identity...
  25. Cornix: I actually did check that, I wrote it to...

    Cornix: I actually did check that, I wrote it to output all the terms of the matrix just before sending it to the shader program, and it was correct...very odd.

    Nowhere-01:
    Here's the actual...
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