Part of the Khronos Group
OpenGL.org

The Industry's Foundation for High Performance Graphics

from games to virtual reality, mobile phones to supercomputers

Search:

Type: Posts; User: Ehsan Kamrani

Page 1 of 20 1 2 3 4

Search: Search took 0.03 seconds.

  1. Replies
    1
    Views
    376

    The method you have used is not suitable to show...

    The method you have used is not suitable to show rotation. Use glut to set a timer and use double buffers. Then draw the quad including its translation and rotation once per frame.

    Beside this...
  2. Replies
    8
    Views
    886

    I'm not sure if your FBO status is complete....

    I'm not sure if your FBO status is complete. Please use glCheckFramebufferStatus() to see if FBO status is complete (GL_FRAMEBUFFER_COMPLETE).
    Moreover, use gluOrtho2D with simple glBegin()/glEnd()...
  3. Replies
    2
    Views
    336

    This link is helpful:...

    This link is helpful:
    https://www.opengl.org/discussion_boards/showthread.php/178014-MS-Visual-Studio-2010-NET-Express-OpenGL-How-to-set-up-everything-1st-run
  4. Replies
    8
    Views
    886

    Moreveor, you haven't sent the texture unit to...

    Moreveor, you haven't sent the texture unit to your shader. Use glUniform1i to send the texture unit to the shader:
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, colorTex);...
  5. Replies
    8
    Views
    886

    Could you please disable face culling as well...

    Could you please disable face culling as well while rendering the 2D quad?
    glDisable( GL_CULL_FACE )
  6. It seems that FBO is not supported by those...

    It seems that FBO is not supported by those machines.I always check FBO extension before calling its functions.
  7. Replies
    1
    Views
    495

    for each geometry,you should generate one VBO....

    for each geometry,you should generate one VBO. glBufferSubData is useful for geometries that change over time(for example,skeletal animation)
  8. you can use alpha channel for your 2D texture to...

    you can use alpha channel for your 2D texture to mask specific parts of texture. Then use discard method in GLSL or simple alpha blending to render the textures.
  9. Replies
    8
    Views
    886

    I did not look at your code(I can not see your...

    I did not look at your code(I can not see your code in my cell phone) here is my suggestion: render the scene to a texture using FBO and then bind this texture and draw a 2D quad that covers your...
  10. Replies
    1
    Views
    293

    could you please attach normal map texture as...

    could you please attach normal map texture as well as screenshots from the 3d scene?
  11. Thread: errors

    by Ehsan Kamrani
    Replies
    1
    Views
    243

    you should include glut.h as well.

    you should include glut.h as well.
  12. You may use glGenBuffers to generate a set of new...

    You may use glGenBuffers to generate a set of new buffer object names.

    Why don't you bind bitmap data as a texture in OpenGL? GL_ARRAY_BUFFER is used to bind VBOs.



    void bindTexture(...
  13. Replies
    1
    Views
    877

    My problem solved. I was sending the uniform...

    My problem solved. I was sending the uniform information before using the shader :D But it seems that NVidia manages the clipping internally. It means that it reads the fixed functions such as...
  14. Replies
    1
    Views
    877

    Problem with clip planes on ATI

    I have a problem with clipping on my ATI card. but my NVidia graphics card clips the geometries with the same code. Note that I have updated the latest driver of my ATI graphics card from HP website...
  15. Re: Transforming the 3D model affects the shadow map

    Thanks, my problem solved :-)
  16. Transforming the 3D model affects the shadow map

    Based on this article I have implemented the shadow map. everything seems to be OK. but when I transform the 3D model using the translation/rotation/scaling, the shadow becomes distorted.Also when...
  17. Re: I get black scene while using FBO+multisampling

    But I have enabled multisampling without creating a multisample texture( I set the parameters of the 2D texture using glTexImage2D function ). So why should I use multisample texture?
  18. Replies
    1
    Views
    1,511

    How to create a 2D multisample texure?

    I try to set the target of glTexImage2D to GL_TEXTURE_2D_MULTISAMPLE. But I just see a white texture!
    Here's my code:

    glGenTextures(1, &m_texture2 ); ...
  19. Re: I get black scene while using FBO+multisampling

    I understood what's wrong in my code. Regarding this article I must use 2 FBOs.
  20. Re: I get black scene while using FBO+multisampling

    Well, the return value is GL_FRAMEBUFFER_COMPLETE_EXT.Note that I haven't created and attached a multisample color buffer to the FBO. I just attach a 2D texture to color buffer 0.
    How should I...
  21. I get black scene while using FBO+multisampling

    Hi there
    The following code works fine:


    glGenTextures(1, &m_Texture );
    glBindTexture(GL_TEXTURE_2D, m_Texture ); ...
  22. Re: computing the position-orientation of the camera

    Thank you :-) my problem solved :-)
  23. Re: computing the position-orientation of the camera

    Thanks.
    But what about the camera position?
  24. computing the position-orientation of the camera

    Hi
    I have loaded the camera information from a COLLADA file. it contains of translation, rotation and scaling. So based on these transformations, I compute the local to world matrix and then compute...
  25. Re: is freezing the meshes inside Maya a good choice?

    Yes, You're correct. I always transform the vertexes inside my vertex shader, So freezing the meshes is not a good idea for me.
Results 1 to 25 of 500
Page 1 of 20 1 2 3 4