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Some recent topics started on our forums |
OpenGL - Console application when compiled with MingW
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Hello everyone!
How are you? I'm great. I recently defended my Bachelor of IT-Engineering
to a pretty nice grade. Now it's time to get back to business.
Therefore, I'm again putting some time into my projects at home. :)
Anyway, i just str... |
Posted December 30, 2010 5:09:07 PM
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GLSL - Is there really no way to read and write in one go?
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Hello everyone!
I was thinking, if my fragment shader writes something. Anything, really, is it not possible to use that
in an earlier stage for the next vertex?
I just want to check on the vertex stage for the next vertex, wether something... |
Posted December 5, 2010 1:55:26 PM
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Searching for an efficient way to sample one of multiple textures in shader
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Phew, long title!
Alright I would like to sample one of 8 textures, but only my shader
decides which texture to sample. I refer to the texture in the shader very often,
and thus it becomes slow to branch like this:
vec4 cola;
if(texi... |
Posted September 20, 2010 3:40:54 AM
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Excess fragment operations
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Hello everyone,
I've been searching on google -and in the forums for early z-test,
and found a lot of stuff. I'm not sure I understand it however.
I have an expensive fragment shader, and I'm feeling there's overdraw sometimes.
I think t... |
Posted September 8, 2010 4:39:03 AM
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Is it possible to erase instead of drawing?
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Hello everyone,
Yes, this is sort of a strange issue.
I am drawing sort of a mask/stencil to a framebuffer, whos texture i sample
in my fragment shader.
The fragment shader decides how to draw, or whether to draw at all, by examining
this sa... |
Posted September 1, 2010 3:22:01 PM
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Best way to create VBO from std::vector?
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Hello everyone!
I'm trying to fill vertex information into a std::vector,
and would like to create a vertex buffer object from it's contents afterwards.
As a vector also stores data in a continuous block of memory, I thought that'd be easy. I wa... |
Posted August 19, 2010 7:18:58 AM
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VBO Color Problems
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Hello everyone,
I'm trying to pack my homemade vertex struct into a VBO and send it off to be rendered.
Currently, it looks like I got the geometry right. The trouble concerns the
colours, that are a part of my struct:
struct opaque_vertex
... |
Posted August 23, 2010 7:56:53 AM
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Orthographic Projection and Depth issue.
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Hey everybody! For my view class, I'm implementing an option to use either perspective or orthographic projection. I got my shader to write the depth
value of my raycast fragments, so that part works excellent in perspective mode.
I have a couple... |
Posted August 10, 2010 4:39:34 AM
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Texture Units, Shaders and Binding?
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Hello everyone.
I've been searching the forums for a matching issue,
but I'm not sure other people have been needing a so basic explanation of things.
Perhaps that means I'm dumber than those guys, I dunno. :/
Anyway, I'm just putting a few e... |
Posted August 5, 2010 7:11:04 AM
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[solved] Bad fragment depth value from shader
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Hey guys,
I'm having some issues with my shader. It's pretty large so I'll attempt to post only the related parts.
I have two overlapping boxes. One rendered with the default pipeline, and one rendered with my raycaster shader.
Now... |
Posted July 27, 2010 5:48:09 AM
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Some recent replies made on our forums |
OpenGL - Console application when compiled with MingW
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Oh!
Removed the -Wl -bit!
Thanks for the help, man! It's nice to have so quick people around on GD.
Have a happy newyear CRYP7IK, right! |
Posted December 30, 2010 5:39:42 PM
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OpenGL - Console application when compiled with MingW
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Yeah i thought that too, i just thought maybe i was suppressing it somehow through the way i compile and link. - I got:
int main(int argc, char **argv)
, which i think should be sufficient. Note i haven't changed any of my code since i built it t... |
Posted December 30, 2010 5:37:18 PM
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Following A Path...What am I missing?!?
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Many aTan implementations return the angle in radians. Is this what you want?
Because you were talking about degrees.
Edit: nevermind, your code looks nice and generic. |
Posted December 15, 2010 10:31:19 AM
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Recommend Wii/PS3 Games to play with my wife?
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Quote:Original post by d000hg
Quote:Original post by HuntsMan
Little Big Planet!She's already got it, and loves it. It's too level-based for me, and also too cooperative... we'd end up having a fight when I got bored and starting messing about, the... |
Posted December 11, 2010 5:35:10 PM
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Dev-C++ doesn't work anymore
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If you want to teach your friend the basics,
Scratch all IDEs and teach him
>g++ test.cpp
That will suffice for compiling all simple files.
The next step with headers and inclusion of object modules
Is still easy in the command line. I ag... |
Posted December 11, 2010 5:29:14 PM
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DREAM act!
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Give your friend a bike and help him/her get a job in his neighborhood.
That is some good help you can offer, i think! |
Posted December 9, 2010 1:09:45 PM
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creating a class for rockets, should i use a static for the models mesh?
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You don't have to declare your rockets static just to use a single mesh.
There are many ways to avoid this, but one would be your class having a reference of some sort, maybe a number or a real reference or pointer, to a mesh.
Why not create a... |
Posted December 7, 2010 1:05:58 PM
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GLSL - Is there really no way to read and write in one go?
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Quote:Original post by dpadam450
Quote:
Yeah, I'm just trying to decrease overdraw in a call to a single vbo.
Then it's multiple passes and texture swapping to achieve what i wanted, i guess.
I hope "wanted" means you are not going to try a... |
Posted December 6, 2010 2:21:54 PM
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GLSL - Is there really no way to read and write in one go?
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Yes. Then it's multiple passes and texture swapping to achieve what i wanted, i guess.
Thanks! :) |
Posted December 5, 2010 3:08:00 PM
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GLSL - Is there really no way to read and write in one go?
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Yeah, I'm just trying to decrease overdraw in a call to a single vbo.
My fragment shader is slow, its a raycaster and the vbo contents approximate a surface of my volume.
The order of the vertices doesn't matter, so the next vertex may be anyone. |
Posted December 5, 2010 2:17:36 PM
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