Most Popular
1500 questions
6
votes
2 answers
Finding the angle of any side of a polygon
I'm trying to find the angle it would take for me to rotate a polygon so that a specific side is completely horizontal and on the bottom.
For example, a shape like this:
Needs to be rotated so the side with the red square on it is on the bottom and…
mmmeff
- 163
- 3
6
votes
1 answer
Drawing a cube a million times
I need to build terrain using one cube with dimensions 1x1x1, the coordinates are provided in a .txt file and there are about 11M triplets.
The problem is that using my current code I can only draw about 60k of them, then the browser tab is resetted…
Mark
- 161
- 2
6
votes
1 answer
How to render an object that recieves shadows but does not cast them in a variance shadow mapping system?
I'm currently preparing to implement variance shadow mapping based on this article. However, one point it makes concerns me:
Rendering only casters (and not receivers) into the variance shadow map is incorrect! For the interpolation to work…
user349
6
votes
2 answers
Always rotate in the direction of mouse movement
In my SharpGL application I do a very simple, mouse controlled rotation of the scene.
gl.Rotate(cameraRotation.X, cameraRotation.Y, 0.0f);
where
cameraRotation.Y += MousePosition.X - previousMousePositionX;
cameraRotation.X += MousePosition.Y -…
Patrick
- 61
- 1
- 3
6
votes
0 answers
How much processing power does stenciling actually save?
For example, let's assume I'm rendering cascaded shadow mapping, but for whatever reason, instead of one of the typical approach, I do the following:
Render the lowest resolution shadowmap
Copy part of the shadowmap to the next shadowmap, covering…
Llamageddon
- 931
- 2
- 7
- 13
6
votes
1 answer
Materials for research on spherical projection
I am currently doing a research on projection on a sphere, specifically for NOAA's project Science on a Sphere. What I'm trying to do is to find out how exactly do you create a video material for such a device, because it's not as simple as making a…
Michal Kučera
- 353
- 1
- 8
6
votes
1 answer
How to render the wireframe of a cube without the diagonals on the faces?
I'm developing with OpenGL 4.1 and have good understanding of the modern pipeline. I was thinking on doing it with GL_LINE_LOOP for each face, but I think this will require several draw calls which certainly is not optimal. What could be a better…
BRabbit27
- 969
- 1
- 10
- 21
6
votes
1 answer
Can't get output from a GLSL code
I'm trying to learn GLSL, I'm following this tutorial. I've done everything according to the tutorials but I can't get any output from my code. As you see I'm checking for both compile errors and linker errors and everything is fine, GLSL code…
lino
- 163
- 5
6
votes
1 answer
Can the uniform id be changed from run to run on the same machine?
I have a shader which has several uniform variables:
uniform vec4 a;
uniform vec4 b;
uniform vec4 c;
I'm getting these handles using glGetUniformLocation() and storing them in the array. The game was suspended, then resumed and onSurfaceCreated()…
Netherwire
- 275
- 2
- 6
6
votes
1 answer
Two-dimensional bounded area defined parametrically
How do I go about defining this area without using a piecewise function?
I think it has something to do with Bilinear Surfaces but I'm not sure how to get started.
Gavin
- 161
- 2
6
votes
1 answer
Texture glitch when using simple pixel shader
I have an issue with rendering my textures in Silverlight. When I look at it from above everything looks fine:
But if I only change angle of watching it it looks terrible:
I am using very simple pixel shader (hlsl):
float4 main(VsOutput vertex) :…
bartosz.baczek
- 399
- 1
- 12
6
votes
1 answer
OpenGL: read texture mipmap level 0 and render to same texture mipmap level 1
I am trying to generate mipmaps, which are based on depthbuffer values. To generate the next mipmap level, I am trying to read in the 4 pixels of the upper mipmap level per pixel. Unlike the usual mipmap generation. I am checking the depth values,…
Thomas
- 1,245
- 1
- 4
- 16
6
votes
1 answer
Can meshes be reused in raytracing?
In rasterization, at least in the context of game development, it is a common to have many instances of the same 3D object in a scene (think many identical rocks in different sizes/positions/rotations) and to render them by only putting the 3D…
Ilya
- 75
- 3
6
votes
2 answers
Gimbal lock confusion
I am trying to understand exactly what is happening when Gimbal lock occurs. I have read many explanations now which provide the high-level idea, in that Gimbal lock occurs when two axes are aligned during the sequence of three rotations. But I am…
John Rowlay
- 61
- 2
6
votes
1 answer
Existing method to automatically fill in this sort of concavity in meshes?
I am working with a PWP3D-like algorithm that renders silhouettes of a mesh in order to segment a frame of video and update an object's pose. Because it is only the silhouettes of the mesh that matter, it would be nice to automatically generate…
FilmCoder
- 91
- 4