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OPENGL QUESTIONS

How do I prevent jagged edges alongside the surfaces of my 3d model?
How do I prevent jagged edges alongside the surfaces of my 3d model?
around this issue That doesnt look like Z-fighting to me..If you are drawing the flat shaded objects and then some GL_LINES over it, those lines will produce that effect because they are not antialiased.
TAG : opengl
Date : November 27 2020, 07:01 PM , By : Jad Ch
What is the PIXELFORMATDESCRIPTOR parameter in SetPixelFormat() used for?
What is the PIXELFORMATDESCRIPTOR parameter in SetPixelFormat() used for?
With these it helps I believe you won't have to use PIXELFORMATDESCRIPTOR and ChoosePixelFormat, just use wglChoosePixelFormatARB and set the returned int as pixelformat. Those functions are used just to query windows for matching pixel format, the S
TAG : opengl
Date : November 15 2020, 07:01 PM , By : Divya J
order independent transparency - memory barrier
order independent transparency - memory barrier
seems to work fine For your general question, yes, you need an explicit memory barrier between the two operations.On a more personal note, please stop looking at that code. I'm seeing many dubious things beyond just the lack of a barrier: the mapping
TAG : opengl
Date : October 23 2020, 06:10 PM , By : bmaharjan
OpenGL overlapping ugly rendering
OpenGL overlapping ugly rendering
Any of those help Solution 1 (not a good one): Applying gl.Scale(0.0001, 0.0001, 0.0001); to the ModelView matrixSolution 2 : The near plane has to be as far as possible to avoid compressing z value in a small range. In this case, use 10 instead of 0
TAG : opengl
Date : October 22 2020, 06:10 PM , By : Sanjeevan San
gl_SubgroupInvocationID numeration in multi-dimensional work-groups
gl_SubgroupInvocationID numeration in multi-dimensional work-groups
may help you . The partitioning of a workgroup into subgroups is implementation defined. Furthermore, you're not supposed to care about it.The purpose of the subgroup functions is to facilitate intercommunication between subgroups. To ask about value
TAG : opengl
Date : October 14 2020, 12:00 AM , By : Carlos Luna
Do I need output gamma correction in a fragment shader?
Do I need output gamma correction in a fragment shader?
I hope this helps you . Every fragment shader output is routed to a specific image in the framebuffer (based on glDrawBuffers state). That image has a format. That format defines the default colorspace interpretation of the corresponding output.There
TAG : opengl
Date : October 13 2020, 11:00 PM , By : Alyass A. Hasan
How to tile part of texture in fragment shader
How to tile part of texture in fragment shader
will help you So I got help in Defold community and ended up with fragment shader like this:
TAG : opengl
Date : October 10 2020, 06:00 AM , By : Tom
Is it possible to make a free camera in OpenGL?
Is it possible to make a free camera in OpenGL?
Any of those help Yes of course it is possible. Or rather, because there's no camera in OpenGL in the first place any occurrences of gimbal lock are upon whoever wrote the transformation manipulation code.I guess you're using Euler angles (i.e. 3 ang
TAG : opengl
Date : October 06 2020, 12:00 AM , By : Moritz Ruge
any Idea howto flip a Mesh to generate an Object?
any Idea howto flip a Mesh to generate an Object?
To fix the issue you can do Scale the mesh by -1 1 1 (to mirror through the x axis), and reverse the face winding via glFrontFace. For example in old school OpenGL:
TAG : opengl
Date : October 05 2020, 01:00 PM , By : jana
glMultiDrawElements and glDrawElements equivalences
glMultiDrawElements and glDrawElements equivalences
wish of those help glMultiDrawElements behaves as if you did those draw calls. Performance is not, and never has been, part of "behavior". The OpenGL specification defines behavior; it does not and cannot specify performance.It should also be noted t
TAG : opengl
Date : October 03 2020, 08:00 PM , By : RALISH
glMultiDrawArraysIndirect and trying to find which draw call it is
glMultiDrawArraysIndirect and trying to find which draw call it is
I hope this helps . If you have GL 4.6/ARB_shader_draw_parameters, then you have access to gl_DrawID, which is exactly what it sounds like: the zero-based index of the draw in any multi-draw command. It's also guaranteed to be dynamically uniform, so
TAG : opengl
Date : October 03 2020, 06:00 PM , By : Clover
Does glRotatef rotate the normal directions as well?
Does glRotatef rotate the normal directions as well?
Any of those help Short answer: Yes, because otherwise it would be really painful for programmers.Longer: In classic OpenGL, not modern 3/4 with shaders, vertices and normals are affected by the current MODELVIEW matrix. (Colors and texture coords ar
TAG : opengl
Date : October 01 2020, 03:00 PM , By : Pal
legacy opengl - rendering cube map layout, understanding glTexCoord3f parameters
legacy opengl - rendering cube map layout, understanding glTexCoord3f parameters
seems to work fine No glTexCoord3D does not use NDC !!! its a direction vector instead.I was struggling in the past with the same ... GL_TEXTURE_CUBE_MAP are hard to start with ...
TAG : opengl
Date : October 01 2020, 10:00 AM , By : Deepak Hegde
Prune Primitives using Geometry Shaders in OpenGL
Prune Primitives using Geometry Shaders in OpenGL
With these it helps I have a large 2D Triangle(not Triangle Strip) mesh with about 2+ million polygons. Many of these polygons are redundant which can be determined using one of the attribute variables in vertex shader. But since discarding a vertex
TAG : opengl
Date : September 30 2020, 08:00 AM , By : Talgatele
Question About The Wavefront .obj Format Design
Question About The Wavefront .obj Format Design
To fix the issue you can do Indices within obj v.s. indices in OpenGL is a fairly long topic. The main good reason for having a single set of vertex data, and a single list of indices, is that the entire OBJ file can be drawn from a single pair of VB
TAG : opengl
Date : September 28 2020, 10:00 PM , By : PassionateProgrammer
Why do we need texture filtering in OpenGL?
Why do we need texture filtering in OpenGL?
This might help you A (2D) texture can be looked at as a function t(u, v), whose output is a "color" value. This is a pure function, so it will return the same value for the same u and v values. The value comes from a lookup table stored in memory, i
TAG : opengl
Date : September 28 2020, 07:00 PM , By : Daniel Craig
GLSL fragment shader - draw simple thick curve
GLSL fragment shader - draw simple thick curve
I think the issue was by ths following , I am trying to draw a very simple curve in just a fragment shader where there is a horizontal section, a transition section, then another horizontal section. It looks like the following: , I would do this in 2
TAG : opengl
Date : September 25 2020, 11:00 AM , By : nickkrossi
How to map clicked point on surface of a sphere in OpenGL?
How to map clicked point on surface of a sphere in OpenGL?
this will help You first want to convert the cursor to a ray in the world, and then perform a ray-sphere intersection test to figure out where the ray intersects the sphere. You can read this article regarding how to convert the cursor to a ray in th
TAG : opengl
Date : September 24 2020, 09:00 PM , By : Anuradha Sadh
OpenGL capture 6 cube face images
OpenGL capture 6 cube face images
Does that help What does "plugin" means? I'm confused that you need how to calculate camera positiondirection vectors for capture each side of dice or how to implement lookatperspective functions. for lookatperspective functions, there are many resou
TAG : opengl
Date : September 23 2020, 09:00 AM , By : nitramtreb
Is OpenGL's execution model synchronous, within a single context?
Is OpenGL's execution model synchronous, within a single context?
around this issue In the vast majority of cases, this is true. OpenGL commands largely behave as if all prior commands have completed fully and completely. Notable places where this matters include:
TAG : opengl
Date : September 22 2020, 08:00 PM , By : muhnash
Why would copying a value from vertex shader input to vertex shader (flat) output result in a different value?
Why would copying a value from vertex shader input to vertex shader (flat) output result in a different value?
should help you out You have to use glVertexAttribIPointer (focus on I) for the specification of integral attributes. In compare to glVertexAttribPointer for floating point attributes. See glVertexAttribPointer.Note, the type parameter of this functi
TAG : opengl
Date : September 04 2020, 07:00 PM , By : Andy S.
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