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Some recent topics started on our forums |
Fire Animation
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hi there!
here're some screenies of a demo on fire animation i created for some cg seminar at my university.
the demo is based on Hubert Nguyen's article "Fire in the Vulcan Demo" (GPU Gems) and mainly implements:
- particle system... |
Posted September 7, 2006 1:16:13 AM
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Some SDL/OpenGL Win32 ResizeEvent hack !?
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There was a major problem for me using SDL+OpenGL on Win2k:
The std method for resizing a window (re-calling SDL_SetVideoMode()) re-creates the OpenGL context flushing all textures, etc. this way...
Now I found some work-around, which seem... |
Posted June 27, 2006 3:51:18 PM
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GLSL@Radeon9800Pro: some gl_FragCoord.z issue
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Hi there!
I'm currently implementing some fire effects using GLSL's fragment shaders & following fragment shaders is fine so far:
uniform float pscale; // common pertubation scale
uniform vec2 bounds; // texture bounds
uniform floa... |
Posted June 24, 2006 9:33:12 AM
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Some recent replies made on our forums |
Color doesn't change
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having enabled GL_DEPTH_TEST w/ depth function set to GL_LESS might prevent the text shadow from being overwritten... |
Posted July 2, 2008 8:39:10 AM
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new-bie needs help
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glEnable( GL_DEPTH_TEST ); !? |
Posted June 18, 2008 9:44:20 AM
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error: _imp____GLEW_ARB_vertex_shader'
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maybe just try: glewIsSupported( GL_ARB_vertex_shader ) && glewIsSupported( GL_ARB_fragment_shader )
cheers!
zimerman
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Posted June 18, 2008 7:04:05 AM
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Rendering a (cal3D) 3D mesh in glOrtho: faces get front/back messed up. FIXED
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hi owl,
your enormous depth range (-100000..100000) kills the precision of the depth buffer. try to reduce the depth range to the real extents of your scene...
regards
zimerman
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Posted June 18, 2008 2:49:05 AM
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Fire Animation
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No, no heightfield: I used Terragen to render six views that are simply pasted onto a skybox (guess the skybox code is included in the sources)...
...cheers!
- zimerman
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Posted January 30, 2008 1:02:35 PM
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antialiased FBOs
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afaik - there is no AA for depth buffers...
...what should be the meaning of interpolated depth values ???
cheers
- zimerman
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Posted June 7, 2007 7:57:24 AM
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FBOs, material, color
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maybe disable GL_TEXTURE_xD while rendering to the FBO, and disable GL_BLEND while using the triangle texture?
cheers
- zimerman
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Posted May 30, 2007 3:40:13 AM
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writing to FBO
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a1: bind the fbo's texture attachement, not the fbo itself (which is impossible anyway)
a2: don't r/w access fbos - use two fbos instead (double buffering)*
*problem of r/w access:
> fragment shader samples N fragments simultaneously (N :=... |
Posted February 1, 2007 12:53:33 PM
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rendering RGBA images
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FBOs are RGBA-capable render targets... |
Posted January 18, 2007 4:23:22 PM
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geforce 8 simulator
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Quote:Original post by phantom
With NV, it's pretty much a given, they have very strong support for OGL... about the only feature I can think of from D3D9 which hasn't made it to OGL is instancing.[smile]
what about EXT_draw_instanced?
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Posted January 12, 2007 6:55:07 AM
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View All Replies Made By This User
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