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  1. Okay, answered my own question. MTKTextureLoader...

    Okay, answered my own question. MTKTextureLoader has an option "SRGB" which affects the loading of textures, whether or not gamma compression/decompression is applied. I guess it is true by default...
  2. Texture sampler values in Metal shader are reduced?

    I'm trying to port an OpenGL project to Metal, and I'm seeing a discrepancy in the texture values I get from the sampler. The Metal values are a little more than half the value of the OpenGL values....
  3. Ah nevermind, I found the documentation where it...

    Ah nevermind, I found the documentation where it specifies that missing component values are taken from the vector (0,0,0,1). I suspect the reason my my z value needs to be 1 in the new code is due...
  4. default values for shader position attribute components?

    Hello,

    I'm looking at some code from a few years ago and trying to remember how it worked. My vertex shader has a position input specified like this:

    in vec4 position;

    But when I am...
  5. Yes, that is what I was asking -- are you certain...

    Yes, that is what I was asking -- are you certain it's possible to fix the triangle mesh when the vertices can all pile up when seen from end-on? I'm not sure about that.

    I haven't had time to...
  6. Are you certain itís possible to do that? I...

    Are you certain itís possible to do that? I mean, imagine you draw a line, say a simple horizontal line across the screen. But then you turn the camera 90 degrees, so that you are looking at the...
  7. Thanks for the reply again! Ok. Sounds like...

    Thanks for the reply again!


    Ok. Sounds like 2.5D. 2D objects, but they have an implicit ordering or layering to them. Even with that choice of blend function and fragment alphas, this is only...
  8. Thanks for replying. I'm not really porting old...

    Thanks for replying. I'm not really porting old code -- by 'old-style line drawing code', I just meant that in the old days, you had a framebuffer with an alpha channel, and you could create a...
  9. I don't want to use any libraries -- would like...

    I don't want to use any libraries -- would like to understand how to do it myself.
  10. ANY way to do proper fuzzy translucent overlapping lines in OpenGL?

    It seems like the OpenGL model of rendering is the way most computer graphics is going, with the triangles and shaders and whatnot. I've been having a lot of trouble duplicating some old-style...
  11. Replies
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    Yes, converting to triangles. And yes I just...

    Yes, converting to triangles. And yes I just want to know how to find the distance between the fragment coordinate and the segment. Basically, how do I get the fragment coordinate?
  12. Replies
    4
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    217

    Wide line endcaps in a fragment shader?

    I've been looking into various ways to draw wide lines. A couple of times I have run across references to rendering rounded endcaps in the fragment shader, instead of with geometry (by adding a...
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    1
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    1,041

    how to use texture combiners?

    Hello,

    I am having a hard time finding good information about texture combiners. Can they be used to draw a texture half-transparently? The texture already has its own alpha mask which defines...
  14. find the corners of the screen at a given depth?

    Hello,

    If I have a rectangle facing the screen in my scene, how can I determine the four corners so that it fills the screen exactly? In other words I think I want the four points where the...
  15. painting into texture buffer with transparency, overlapping issues

    Hello,

    I am trying to draw an interactive line with openGL triangles, which is working fine. But when I try to draw it at opacity <1, ie with some level of alpha transparency, the colors build...
  16. Still want to know how to do this! Anyone?

    Still want to know how to do this! Anyone?
  17. nobody knows?

    nobody knows?
  18. noob question shifting the scene left or right?

    Hello,

    Currently in my game, I have a 3D scene which centers in the middle of the screen. That is, my player is in the middle of the screen, and when I rotate the camera, it rotates around the...
  19. Getting overhead rotation angle from matrix?

    Hello,

    I have what I believe to be a typical OpenGL camera setup. I need to figure out the rotation angle of the camera around the Y axis. I have been doing this by getting the Euler angles...
  20. Replies
    2
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    1,830

    Shadow mapping question

    Hello,

    I am trying to use shadow mapping in my game. I ported some sample code over and finally have it working for the most part. However, I am getting some bad artifacts whenever an object...
  21. Replies
    3
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    1,702

    Actually, past a certain version of GLSL, you...

    Actually, past a certain version of GLSL, you have to define it yourself, like this:

    out vec4 fragColor;
  22. Replies
    3
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    1,702

    frag shader compile error

    Hello,

    I have a simple frag shader that is not compiling on OS X. It says it does not know 'fragColor', but that is built-in, isn't it? I use it in all my other frag shaders but this one is...
  23. Replies
    3
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    3,220

    conditionals in shaders

    Hello,

    I am pretty new to shader programming, and I have read that it is not great to use conditionals in them to have the shader perform different tasks depending on some outside state. Is...
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    1,715

    Yes I think that is what I want! Unfortunately...

    Yes I think that is what I want! Unfortunately OpenGLES2 doesn't do geometry shaders, but that article mentions an earlier technique that does not need them.

    Thanks,
    Bob
  25. Replies
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    1,715

    But if the 'lines' are in 3D, you still have the...

    But if the 'lines' are in 3D, you still have the problem of them becoming invisible when seen edge-on.
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