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Type: Posts; User: Alphaomega86

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  1. Hey, that what you want to do is not a really...

    Hey,

    that what you want to do is not a really good idea, because what will be the result if you
    check for the x coordinate 16.000001 and the 'wall' is on the x coordinate 16.0?

    Those 'walls',...
  2. Has nobody an idea?

    Has nobody an idea?
  3. OpenGL 4.2: Compute Shader 'imageStore' Performance

    Hey,

    I have just one short question:
    "How can i store single texels in an efficient way in Compute Shaders?"
    The performance of the function imageStore is really bad, so how can i increase...
  4. Replies
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    679

    Hey, I am not 100% sure, but i think modern...

    Hey,

    I am not 100% sure, but i think modern game engines use
    special materials on models which should get a bloom effect.

    Those materials are RGB textures which contain the luminance factors,...
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    649

    The problem might be in loading the .dll files. ...

    The problem might be in loading the .dll files.

    I had the same problem a few years ago. You just have to load the opengl dlls at your own in the Java code.
    After exporting, you must put the dlls...
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    636

    It looks like your field of view is too high!...

    It looks like your field of view is too high!
    Try a FoV of 68.
  7. Replies
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    531

    Reuploaded Butterfly Texture & FFT Texture

    Here is my current butterfly texture with black background:
    1295

    And here is my current FFT texture for wave heights:
    1296

    As you may see, the FFT texture is absolutely wrong!
  8. Replies
    1
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    531

    Realtime Ocean Rendering FFT Problem

    Hey,

    i am currently stuck on a problem, and i do not really know where it can be.
    I think my fourier transformation is somehow wrong, currently, i have got those texture outputs:

    First of all...
  9. Replies
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    1,333

    Hey, Yes, you have to "calculate" the normal...

    Hey,

    Yes, you have to "calculate" the normal matrix by your own. But this is really easy.
    The model matrix a 4x4 matrix. All you have to do now is just convert the Model matrix to a simple 3x3...
  10. Replies
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    865

    Ok, thank you for your reply, i will search for...

    Ok, thank you for your reply, i will search for this!
  11. Replies
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    865

    Deferred Reflection

    Hey,

    one short question: Is it somehow possible to do reflection as a full deferred process? (You know, without using clip planes and a second render pass...)
    for example for a water surface.

    ...
  12. Replies
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    769

    I don't know if i understod your question,...

    I don't know if i understod your question, but...i'll try it :D

    you could generate a texture on client side (which means CPU) and pass it to the shader. The texture will just replace the 2D float...
  13. ok, it was a really stupid bug ... When i use...

    ok, it was a really stupid bug ...

    When i use tessellation i've to render my objects using

    glDrawArrays(GL_PATCHES, ...)
    i was so extrem focused on my shader, that i've forgot to change this...
  14. As i can see here, you are still using fixed...

    As i can see here, you are still using fixed function matrix pipeline of OpenGL. Did you set the matrix mode to MODELVIEW?`

    glMatrixMode(GL_MODELVIEW);

    This may fix your problem.
  15. Hallo, first of all, thank you for your reply! ...

    Hallo,
    first of all, thank you for your reply!

    The scene is a bit more complex than just a single triangle ;)

    Only with Vertex and Fragment Shader:
    1206

    With Vertex, Fragment, Tessellation...
  16. Tessellation Shader Generates No Output!

    Hallo,

    i've tried all to generate an output with my tessellation shader. If i add the tessellation evaluation and tessellation control shader to my shader program,
    the model to which i applied...
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    3,894

    I meant my algorithm.

    I meant my algorithm.
  18. Replies
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    3,894

    You got it :D Ok, with your answer, my...

    You got it :D

    Ok, with your answer, my question is fully answered, thank you very much!
  19. Replies
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    3,894

    Occluded fragments do not go to the rasterization...

    Occluded fragments do not go to the rasterization pass.


    No, i just take the depth texture from the previous render pass, and compare it with the current rendered fragments, so i don't need to...
  20. Replies
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    879

    I think the problem is, that you use a three...

    I think the problem is, that you use a three dimensional array. glTexImage2D takes a one dimensional array.



    srand(20312);
    // Clear screen
    for(int i = 0; i < (SCREEN_HEIGHT * SCREEN_WIDTH); i...
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    3,894

    Fragment shader - Occlusion Culling

    Hey,

    I have a short question about occlusion culling, done with the fragment shader.
    What do you think about the following algorithm:



    Take the previous rendered depth buffer from the scene...
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    1,654

    You have to update and uniform your mvp matrix...

    You have to update and uniform your mvp matrix before you render an object.
  23. Replies
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    992

    As i can see, your problem is really simple! ...

    As i can see, your problem is really simple!

    You have to uniform your depth mvp before every single object rendering pass, because the right position of the rendered object
    is in the model...
  24. Calculating Model-View-Projection Matrix

    Hey,

    i tried to calculate a model-view-projection matrix for my 330 OpenGL shaders, but the matrix won't work at all...
    I googled too, but i didn't find something. Just a small example with the...
  25. Ok, i got it. It was really pretty simple :) It...

    Ok, i got it. It was really pretty simple :)
    It seams to look right:
    1052

    My Vertex Shader:

    #version 120

    varying vec3 position;
    varying vec3 normal;
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