OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for ...
4
votes
1answer
102 views
How do I draw a full resolution texture to a window of the same resolution?
My image is 1280x800, and my screen size is 1280x800. It should draw perfectly. I'm creating a quad the size of the screen, and setting the texture to fit the quad. But right now it draws a square ...
2
votes
1answer
49 views
Problem in glOrtho2D
I was trying to understand the glOrtho2D function. I have drawn 4 lines originating from the center reaching up to 4 corners of the screen.
You can follow the below code. osize is a variable which is ...
1
vote
1answer
78 views
Using an FBO texture and write to it
I wanted to know if it's possible to use a texture of an FBO for post-processing and using that texture again for writing or do I need at least two textures?
I hope you understand what I mean.
0
votes
0answers
47 views
Drawing a textured 3D object breaks SFML text render
I writing a OpenGL game using SFML.
I'm using the push/pop function to combine OpenGL with SFML like the tutorial SFML+OpenGL but, when I added textures to my model, the SFML text rendering appears ...
0
votes
1answer
58 views
How to rotate the camera to point to a specified location?
I have a quaternion based camera class (which controls a view matrix) and would like a function to rotate the camera to face a specified point. The best approach I can come up with is that I rotate ...
1
vote
1answer
164 views
Marching Cubes Terrain [on hold]
For the past week I've been researching the Marching Cubes algorithm. I hope to use this for Terrain as it would allow the creation of destruction of terrain. After looking at source code and reading ...
6
votes
1answer
163 views
How would one draw many objects using the same VBO
I'm kind of stuck with this question for some time now, maybe because I don't know exactly what to search for, it might be a term I have not heard of yet as most tutorials ends after drawing one ...
0
votes
1answer
142 views
An API independent way of managing video memory?
I'm developing a game. The game architecture is very modular. I have a "Graphics Engine", which uses either a Direct3D or OpenGL renderer. However the user does not have access to the renderers ...
4
votes
3answers
156 views
How to achieve rendering at huge distances?
These days I was reading some information about the upcoming GTA V technology, in particular, how it is able to truly render all buildings you can see without a draw distance cap or any faking.
Since ...
0
votes
1answer
112 views
Draw wireframe overlay of model in GLSL
I have a 3D model that has a GLSL script, and I want to draw a line on each border of its polygons in the fragment shader.
What should I do? Note: I am using Ogre3D, so I can't use OpenGL's ...
0
votes
0answers
18 views
Pyglet: How to use second screen's vsync
does anybody know if it's possible to use the vsync of the second monitor instead of the first one with pyglet?
I have 2 monitors, one running at 60Hz and the other at 120Hz. I want to be able to ...
2
votes
0answers
99 views
Jet engine exhaust shader [closed]
How would I create a jet engine exhaust effect, as shown in the image from Fzero GX below.
GLSL and OpenGL examples/solutions are prefered, though other resources are also welcome.
0
votes
0answers
58 views
Fragment shader not applying intended color to output
I started working with OpenGL recently, having previously worked on mods. I'm using GLFW3, GLEW, and whatever tutorials I can find. So far I've come up with this code:
//Headers
#include ...
0
votes
0answers
62 views
Normal mapping and translation, lighting not displaying correctly
I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library.
I am calculating the tangent vectors on each object with the help of the ASSIMP ...
1
vote
2answers
144 views
OpenGL draws draw buffers in wrong order
I'm trying to implement deferred rendering and for now I only have diffuse, normal (in world space) and position (in world space) as textures inside the GBuffer. I create the GBuffer like this:
void ...