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 ...
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0answers
23 views
Opengl Compute Shaders support?
I have a question about compute shaders.
My GPU is an AMD mobility Radeon 6490 which as the AMD website says supports OpenGL 4.1. However, when I check for my compatibility version via ...
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0answers
24 views
How to fix problem in serpentine case using Blinn/Loop algorithm
I'm trying to implement Blinn/Loop algorithm to render cubic bezier on shader. I calculate the curve type using code below (v0, v1, v2, v3 are cubic bezier segment):
CurveType ...
0
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1answer
30 views
Jittery Rotational Movement with Arcball implementation
I have an assignment where I need to implement arcball using Opengl (~2.0). I have it more or less implemented but I have a some problems/issues/bugs and I'm not sure whats either causing them or how ...
-1
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0answers
75 views
Rendering shadows on terrain: Does this look correct?
I don't think it looks correct what I am making, image here:
You see a floor with terrain floating above it, on the top left you see the scene depth-visualized and right to it you see things from ...
1
vote
1answer
59 views
How to draw or translate into world space?
I've been hacking around with OpenGL, but there's a few concepts which I can not find the answer on.
I want to draw three GL_QUADS next to eachoter like so:
1[2][3]
I know GL_QUADS are deprecated, ...
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0answers
42 views
Infinite HEX grid
So, I can happily render an infinite square grid by moving said grid whenever the camera moves out of a grid square,
auto diff = (cameraTranslation - gridTranslation);
bool moveGrid = false;
if ...
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0answers
21 views
C++ Win32 && OpenGL 3.3 Not Updating FrameBuffer and or Device Context? [on hold]
Could someone tell me why the backbuffer or frontbuffer will not update the device context I've been stuck on this problem for 3days and It's driving me crazy!?
Win7 64bit
OpenGL 3.311672 ...
1
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0answers
71 views
SSAO looks wrong
I'm trying to implement SSAO based on this tutorial. My setup:
OpenGL 3.2
Forward renderer
View-space depth and normal in a single 16-bit floating point texture.
The result I get is this:
The ...
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votes
1answer
33 views
How do I move the camera in 2D LWJGL openGL?
I am making a top-down rpg game with the LWJGL but I can't figure out how to make the camera follow the player. I've tryed using GLU.gluLookAt() but it seems to be designed for 3D and when I try it ...
-1
votes
0answers
17 views
Heightma pAndroid not shown [on hold]
The problem is that this :
}
else if ( melyik == "planes" ) {
Log.d("ok", "1");
//planes[][] mPlanes = null;
float[] coords = new float[5];
float[] colors;
...
1
vote
2answers
109 views
How can I compute the orbit of one body around another?
I'm attempting to have a planet (with a known mass and radius) orbit it's sun (also with a known mass and radius). It doesn't have to be 100% realistic, but it should be possible that the sun have ...
4
votes
2answers
102 views
Is Batching Geometry Every Frame Always Slower Than Individual Draw Calls
I'm currently have an application that has ~10k draw calls. I implemented a batching scheme where I group all objects that share material, vertex format, etc and pre-transform them by their world ...
1
vote
2answers
64 views
gl_FrontFacing - is there perfomance cost?
If I use gl_FrontFacing in my PS, is there any performance cost during vertex transformation (like cross product from triangle vertices), or is this value computed any time ?
0
votes
2answers
77 views
What is the correct way to draw layered Sprites in modern OpenGL?
So what do I mean by layered sprites? Layered Sprites are Sprites that consist of multiple layers, e.g. you have sprite sheets for the basic Body, the Head, Clothes, Weapons, etc.
Well now I wanted ...
0
votes
1answer
35 views
What is the correct Order of Operations on OpenGL 2.0 Loading Texture in condense format?
I have come across a problem when I am loading a single texture onto a single quad, and this problem persisted during the planning phases of my project, before starting my development phase. I am ...