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Type: Posts; User: gardin

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    Re: Selection 3d objects OpenGL ES 1.x

    Why is the device giving you incorrect data?

    There are some state changes you should do to make sure you get the exact correct color values when doing picking:
    ...
  2. Re: Simple Vertex Color Problem when using Indices

    No, the indices references the currently enabled vertex attribute arrays. Normally, you'd probably want to texture your model anyway, so this is usually of little concern..

    Also, gl_vertexID is...
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    Re: Mouse world coordinates?

    If i remember correctly, you take the inverse of the projectionview matrix and multiply it by the screen coordinates scaled to the range [-1.0, 1.0] and the z should be the 'near' value you specified...
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    Re: Web buttons & webGL objects

    There is no features built into WebGL for stuff like that.

    What you need to do, and this can be pretty complicated, is to implement some code of your own to find out what the user clicked at.
    ...
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    Re: question about the shiny teapot

    Look at the specification for glDrawElements in either WebGL, OpenGL ES or OpenGL specifications.

    But yes, you've understand it correctly, it of course depends on what you specify for the...
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    Re: Passing a mat3 attribute to a Vertex Shader

    No that is not the way, he's talking about an attribute, not a uniform.

    Yes, it is possible to use mat4 and mat3 as attributes. But remember though that the number of attributes that can be used...
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    Re: Lighting - Shader Langauge - Vector Magnitude

    Yes, distance() is pretty much the length of the difference between the two, but distance does allow for some optimizations by the GPU, thus using it *can* sometimes be faster. Now it might not be...
  8. Re: How can i isolate Opengl code from my view class?

    The GLuint is an unsigned int, thus unsigned int j would work. Although some compilers only give warnings and some gives errors
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    Re: glReadPixels() alternative solution?

    Well, such a filter should be possible to do directly on the GPU using a shader. That could increase performance a lot, not only because it's slow uploading the image to the CPU, but also because the...
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    Re: glReadPixels() alternative solution?

    It depends what you mean by 'back'?

    The framebuffer extension is for example very handy when you want to render images onto textures (or renderbuffers). These textures you can then use as any...
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    Re: Adjusting aspect-ratio

    There is no matrix stack on an OpenGL ES 2.0 implementation, just as with OpenGL 3.x and newer, the fixed function pipeline has been removed and a lot of the initial functionality in OpenGL 2.0...
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    Re: Appropriate way to moving camera

    No, the natural way would be to have the camera movement code on your CPU, in this case in Java.

    Imagine you rendering millions of triangles/second, doing your camera code for *each* of them every...
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    Re: opengl es 2 vs opengl es 1.0

    Ehm, not just parameters and syntaxes are different, they're completely different. OpenGL ES 1.x uses a fixed function pipeline while ES 2.0 uses a programmable pipeline, thus, you would have to...
  14. Re: Compile: "ERROR: Missing main()" but spec says linking L

    Hmm, i guess that when i think about it it makes sense. Since the GLES GLSL does not support branching as i've understood it's logic that it doesn't allow libraries as shader objects because there...
  15. Compile: "ERROR: Missing main()" but spec says linking L0009

    Hello

    Sorry about the subject, couldn't fit all of the description. The problem i'm having is that i get the error "ERROR: Missing main()" when i'm trying to compile one of the shader objects . It...
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    Re: Rendering Any Level Of Mipmap

    You can't render to all mipmap levels at the same time, as the fragment shaders will be executed for every pixel, the dimensions on the different outputs need to be the same.

    There is a method...
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    Re: Passing arrays to VS

    Yes, you can pass a matrix array to a shader program they way you describe.

    GLSL requires (I'm not a WebGL-developer, but OpenGL should be the same in this case) that the length of the array can...
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