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  1. Should be. That pertains to CameraFrustum ret. ...

    Should be. That pertains to CameraFrustum ret. What I'm talking about is the splitDistance calc below that.


    Sure thing. Just make sure you compare an eye-space frag position.

    Also (related...
  2. Why not? I do, for forward and deferred shading....

    Why not? I do, for forward and deferred shading.



    Yeah, this is what's confusing to me. First, averaging a bunch of 4D (3D actually) points doesn't make sense to me. Second, the points...
  3. Ok, I'll take your word for that. The compute...

    Ok, I'll take your word for that. The compute logic bothers me.



    Assuming the distances are correct, this looks reasonable. Have you printed the values to ensure that they are correct?
  4. I don't understand what you're doing here and...

    I don't understand what you're doing here and why. It doesn't mesh with what you say you're trying to do.

    Why aren't you just computing your split distances in eye-space, for instance:



    ...
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    First, please put code between ... or ... tags...

    First, please put code between
    ... or ... tags so that it formats properly and is more readable.

    Second, calling glGetError() is invalid inside a display list.

    Third, the GPU is just going...
  6. See question #6 in the Forum Posting Guidelines...

    See question #6 in the Forum Posting Guidelines.

    If you've got a "specific" question about OpenGL and how it works, we might be able to help you. But we won't do school homework/projects for you....
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    The forums experienced some database problems...

    The forums experienced some database problems (had the same happen to me as you did above), but James has put things back together on the server end.

    Does anyone claim the original post? If not,...
  8. I would verify that your light source...

    I would verify that your light source position/direction is also in eye-space before you put it the lighting equation with "normal".

    If still problems, post some glsl source code, in a ... or ...
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    For a perspective frustum with glDepthRange 0..1:...

    For a perspective frustum with glDepthRange 0..1:


    eye.z = near * far / ((depth * (far - near)) - far);


    where eye.z = eye-space Z and depth is the 0..1 depth buffer value.
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    Yes. They can affect the translation...

    Yes.



    They can affect the translation components too, depending on your order of multiplication. Also, regardless, they will affect the translation components of subsequent transformations.
    ...
  11. Have you run a memory checker on it such as Dr....

    Have you run a memory checker on it such as Dr. Memory, UMDH, Purify, etc.? I would ensure that there are no 32-bit-isms running around corrupting your memory (e.g. blindly assuming that pointers...
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    I thought the Windows support was called...

    I thought the Windows support was called PureVideo.
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    For that first code fragment, you're going to...

    For that first code fragment, you're going to need to link with the modules providing the interfaces defined in GLTools.h and GLShaderManager.h. That is, whatever libs or object files define...
  14. When rendering with GL_QUADS, each group of 4...

    When rendering with GL_QUADS, each group of 4 verts defines a single quad (the end of each quad is implicit), and the count argument to glDrawArrays specifies the number of vertices.

    You may need...
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    Yes, once the triangles dispatched in DrawTri()...

    Yes, once the triangles dispatched in DrawTri() are rasterized on the GPU.
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    This says that the stencil "test" will always...

    This says that the stencil "test" will always fail. What happens when it fails is dictated by the first argument to glStencilOp(). You state in the next line that it should replace the stencil...
  17. After you've made a few posts (to verify you're...

    After you've made a few posts (to verify you're not a spammer), it'll let you. For now, just post a URL to the picture, possibly putting spaces in the URL or removing the leading http:// to post it,...
  18. How are you determining this? Let's see some...

    How are you determining this?

    Let's see some timing code.

    Also, how are you uploading it? Directly, or via PBO? If the latter, how long are you waiting before you latch the data?
  19. You can try it, but intuitively it doesn't feel...

    You can try it, but intuitively it doesn't feel right. See the first diagram here:

    * OpenGL Transformation (Song Ho Ann)

    I'd suggest you just compute your frustum corners in eye-space (this is...
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    Yep, certainly indicates that you don't have...

    Yep, certainly indicates that you don't have OpenGL drivers properly installed on your Lenovo IdeaPad Y580.
  21. Unindexed TRIANGLE_STRIPs, once in-vogue, yield...

    Unindexed TRIANGLE_STRIPs, once in-vogue, yield lower performance than properly optimized indexed TRIANGLES. The reason is the work saved (vertex shader executions saved) due to proper use of the...
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    This suggest that your vendor's OpenGL driver may...

    This suggest that your vendor's OpenGL driver may not be properly installed on your system.

    Run:

    xdpyinfo
    glxinfo

    and post the output in
    ... blocks.
  23. If pre-Kepler (pre-680) and/or cross-vendor...

    If pre-Kepler (pre-680) and/or cross-vendor compatibility is important, see mhagain's reply. This only requires an OpenGL 3.x capable card, and is cross-vendor.
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    Pass a camera "up" vector that is pointing north,...

    Pass a camera "up" vector that is pointing north, or south, or east, or ... Along the ground anyway.

    Keep in mind when you say "look straight up" you are talking about WORLD space, not EYE space. ...
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    The problem is that your "look_toward" vector is...

    The problem is that your "look_toward" vector is colinear with your "up" vector.

    look_toward = normalize( target - camera_loc ) = vec3( 0,-1,0 )

    With this, LookAt can't define an orthonormal...
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