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| Some recent topics started on our forums | |
| Fire Animation | 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 | |
| Some SDL/OpenGL Win32 ResizeEvent hack !? | 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 | |
| GLSL@Radeon9800Pro: some gl_FragCoord.z issue | 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 | 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 | |
| new-bie needs help | glEnable( GL_DEPTH_TEST ); !? |
| Posted June 18, 2008 9:44:20 AM | |
| error: _imp____GLEW_ARB_vertex_shader' | maybe just try: glewIsSupported( GL_ARB_vertex_shader ) && glewIsSupported( GL_ARB_fragment_shader ) cheers! zimerman |
| Posted June 18, 2008 7:04:05 AM | |
| Rendering a (cal3D) 3D mesh in glOrtho: faces get front/back messed up. FIXED | 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 |
| Posted June 18, 2008 2:49:05 AM | |
| Fire Animation | 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 |
| Posted January 30, 2008 1:02:35 PM | |
| antialiased FBOs | afaik - there is no AA for depth buffers... ...what should be the meaning of interpolated depth values ??? cheers - zimerman |
| Posted June 7, 2007 7:57:24 AM | |
| FBOs, material, color | maybe disable GL_TEXTURE_xD while rendering to the FBO, and disable GL_BLEND while using the triangle texture? cheers - zimerman |
| Posted May 30, 2007 3:40:13 AM | |
| writing to FBO | 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 | |
| rendering RGBA images | FBOs are RGBA-capable render targets... |
| Posted January 18, 2007 4:23:22 PM | |
| geforce 8 simulator | 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? |
| Posted January 12, 2007 6:55:07 AM | |
| View All Replies Made By This User | |