WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
Dominic Curran
dcurran@...
May 1, 2005 10:20 am
23771
WHERE TO FIND OPENGL INFORMATION - (Bi-weekly posting) The Official OpenGL Site - News, downloads, tutorials, books & links:- http://www.opengl.org/ The...
Dominic Curran
dcurran@...
May 15, 2005 10:22 am
23772
Hi Guys I am using vertex shaders, and I found that user defined clipping planes does not work properly. I found in OpenGL forums that we must transform ...
Rhadamés Carmona
rcarmona@...
May 21, 2005 11:05 pm
23773
Oh God!... user defined clipping planes are bypassed in CG - vertex program?. How to clip polygons?... Cheers Rhadamés ... To: "Multiple recipients of list...
Rhadamés Carmona
rcarmona@...
May 21, 2005 11:59 pm
23774
well, I found this text in gamedev " Face Culling, User Clip Planes, Frustrum Clipping, Homogenous Divide and Viewport Mapping operate on pipeline stages after...
Rhadamés Carmona
rcarmona@...
May 22, 2005 12:50 am
23775
How to make a goodlooking 3d opengl planet...? ... FAQ and OpenGL Resources at: http://www.geocities.com/SiliconValley/Hills/9956/OpenGL -- Author: Adam Skiba ...
Adam Skiba
adamskiba@...
May 22, 2005 4:15 pm
23776
Isn`t it just by putting a texture to a sphere? You could also make it better by implementing bump mapping. Well, unless you plan to include the height of ...
Sindharta Tanuwijaya
zaraasran@...
May 23, 2005 1:40 am
23777
Hi Rhadamès, when using vertex shaders/programs Clip Planes are defined in post transformed space, that is [1,0,0,0] clips away exactly half of your screen. ...
Maurizio de Pascale
mdepascale@...
May 23, 2005 8:20 am
23778
Hi Mauricio Which matrix transformation map points from object space to "post transformed space"?. Thanks again Rhadamés ... To: "Multiple recipients of list...
Rhadamés Carmona
rcarmona@...
May 23, 2005 11:26 am
23779
Hi Rhadamès, with "post transformed" I'm actually simply saying "post projection", that is standard model, view and proj matrices are used. Just remember that...
Maurizio de Pascale
mdepascale@...
May 23, 2005 3:01 pm
23780
... http://freshmeat.net/projects/fracplanet/ "fracplanet is an interactive application to generate and view random fractal planets and terrain with oceans,...
Phlip
phlipcpp@...
May 23, 2005 3:18 pm
23781
Thanks a lot Mauricio I tested the plane [1,0,0,0] and it clips in the middle (non vertex shader version), but still it does not work in CG vertex shader. I...
Rhadamés Carmona
rcarmona@...
May 23, 2005 5:21 pm
23782
... Might this only be on particular hardware? Some of the older nVidia chips use a 1D alpha texture to implement user clip planes without custom clipping...
Stephen J Baker
sjbaker@...
May 23, 2005 6:40 pm
23783
Hi Stephen I agree. It must not be implemented in vertex shader. But, it can be implemented after or before vertex shader. In my own fx5200 and fx6800 user ...
Rhadamés Carmona
rcarmona@...
May 23, 2005 7:55 pm
23784
... No - it can't be implemented before the vertex shader because the vertex shader can move the vertex around. Since any pre-shader clipper would have no...
Stephen J Baker
sjbaker@...
May 23, 2005 8:19 pm
23785
Well, I guess it pays to RTFM. According to the nVidia vertex_program extension: "What part of OpenGL do vertex programs specifically bypass? Vertex programs...
Stephen J Baker
sjbaker@...
May 23, 2005 8:24 pm
23786
I haven't had time to respond to this thread yet. A few comments: The fundamental problem is that user clipping semantics defined in the spec are...
Pat Brown (OpenGL)
PBrown@...
May 23, 2005 9:30 pm
23787
Guys, thanks for all comments. Well, clipping must be applied per primitive (i.e. triangle)... so, it could be done before shading... Primitives can be...
Rhadamés Carmona
rcarmona@...
May 24, 2005 2:10 am
23788
No, as previously explained by others, there's just no way you can possibly clip before the vertex shader. Since the final position of the vertex is computed...
Tony Cox
tonycox@...
May 24, 2005 2:30 am
23789
Yeah!...bypassed... Clipping planes simulated in fragment program, implies some extra computation that could be avoided using real clipping planes. Fragments...
Rhadamés Carmona
rcarmona@...
May 24, 2005 2:45 am
23790
true, thx, RIX ... To: "Multiple recipients of list OPENGL-GAMEDEV-L" <OPENGL-GAMEDEV-L@...> Sent: Monday, May 23, 2005 11:18 PM ... FAQ and OpenGL...
Rhadamés Carmona
rcarmona@...
May 24, 2005 3:55 am
23791
Thanks Pat Lot of options. I am going to study them. All d best! Rix I haven't had time to respond to this thread yet. A few comments: The fundamental problem...
Something that's coming up more and more in our work with shaders is that we're using textures as general lookup tables - and especially, we find 3D textures...
Stephen J Baker
sjbaker@...
May 26, 2005 4:42 pm
23793
Hi Steve... Can you do this with fragment shaders in the meantime? I know you said it would be a pain in the ass at the moment, but by having a nearest filter...
Leath Muller
leathm@...
May 26, 2005 10:55 pm
23794
Stephen, If you want mipmapping, I think that the best option right now is to use cubemap faces, although that only allows you to have 6 textures at the same ...
Ignacio Castaño
castanyo@...
May 27, 2005 12:25 am
23795
Actually, the only benefit of that approach is that you would get the repeat filtering near the borders, but you can get the same effect by duplicating the...
Ignacio Castaño
castanyo@...
May 27, 2005 1:10 am
23796
... You can for NEAREST and LINEAR - just set the glTexParameter to NEAREST and read multiple samples interpolating them in the shader. But you absolutely...
Stephen J Baker
sjbaker@...
May 27, 2005 1:25 pm
23797
I don't think this is necessary. For your atlas program you could just write the images side by side in a extra wide 2D texture. That would be done when the...
Roadkill
road-kill@...
May 28, 2005 8:21 am
23798
I am getting serious problems with multitexturing under GLSL. By example, in this test (I commented most of the instructions) I cannot sample the 2nd and 3rd...
There is a bug in your shader but I am not sure this is the only issue... ... In my test app I get the correct results if I use gl_MultiTexCoord0 as the source...