Description:
The OpenGL 3D application programming interface.
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matrix decomposition back to eye, direction and up?
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Hi - Given a matrix, as passed to glLoadMatrixf() in GL_MODELVIEW, is it in theory possible to derive from that matrix the x,y,z of the eye, direction of view and up? My aim is to take the matrix (I'm intercepting it via a DLL wrapper), extract the eye, direction and up, modify the eye position and recompose... more »
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Vertex Shader and Fragment Shader in one Assembly file / ARB program ?
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Hello, I am wondering if it's possible to have "vertex shader assembly" and "pixel shader assembly" in one file or arb program... because right now it seems CGFX files need to be compiled twice with cgc... one time to extract the vertex assembly... and one time to extract the fragment assembly ?!? Leading... more »
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Programmatically get shader assembly ?
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Hello, I would like to know how/what the assembly looks like which will be generated by a cg compiler or gl sl compiler. This is to give me an idea of the efficiency of written shaders and what it's doing. I wonder if there is programmatically a way to retrieve the assembly via dll's/api calls ? The only possibility I have found so far is using the cgc compiler and... more »
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C# and OpenGL
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How can I best integrate OpenGL in my C# code? There is TAO out there but the latest release is of November 2005. Seems stale. Or has it reached maturity? I don't know. Then there is OpenTK but that seems to be in beta. I don't know what to do
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Pixels Coordinates to World ones (Newbie question)
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Hi, I'm just learning the OpenGL. Assume that there is a pixel whose coordinates are (0, 9) -- where 9 means 9 pixels. Assume also that the origin is on the top-left hand side of the screen. How can I find its equivalent world coordinates? Thanks.
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Maximum ammount of local variables in cg shaders ?
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Hello, I have a few questions about local variables in cg shaders... I read arb_fragment_program and arb_fragment_program2 specification which is about the assembly side of things... There seem to be about 64 temporarely registers available or so... However so far it seems it's possible to use many more local variables in... more »
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GL_RG_INTEGER
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Hi, I tried using 32 bits integer RG textures and use them in a shader, but I don't get meaningful values in my shader (if I just replace GL_RG32I by GL_RG32F, GL_RG_INTEGER by GL_RG, GL_INT by GL_FLOAT, and my int* by a float* it works properly without any other changes neither in the code nor in the shader).... more »
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bigger framebuffer than texture?
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Hi, my problem is, that on iPhone I somehow can't get the alpha pixels of a texture if the size is < 16x16. I think it might be that the FBO I create is smaller, because I can load and draw 1x1 textures. Can the framebuffer be 16x16 and the texture 1x1? glFramebufferTexture2DExt( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,... more »
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Mip-mapping... Rotation makes it ugly?
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When a triangle is rotated and so it appears thinner, OpenGL renders it with a low-level texture, although that's unnecessary and ugly... How do you turn off this 'feature'? :) I want OpenGL to use the same, high-level texture at all angles... At least when the object isn't moving away and stays the same size...... more »
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