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  • How do I create a downscaled copy of an FBO in OpenGL?

    - by Jasper Bekkers
    Hi, In order to speed up some post-processing shaders I'm using, I need to perform these operations on a framebuffer that is smaller in size than the actual window (about 1/4th or more). Most of the effects I want to optimize are simple blurring operations that could be replaced (for a large part) by smaller kernel and bilinear filtering. Thus, I need to create a copy of the current FBO into another one. However, I couldn't find anything, that works, on how to do this. I've tried using glBlitframebufferEXT and rendering a fullscreen quad into the other framebuffer, but both paths result in a black texture as output. How do I go about solving this problem?

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  • What is the best free cross-platform OpenGL GUI library for a video game?

    - by Jim Buck
    It must come with source. I've looked at these which look semi-promising: glgooey, guichan, and cegui. I've come across others that look more Windows-y than game-y, but that's not the direction I am looking to go in. I would like some simple functionality of typical controls (lists, dropdown box, etc.) but with support for graphical widgets that you would normally find in game frontends. Mouse clicking, dragging, dropping, etc. and sound effect hooks would be nice. (These libs often leave hooks for the external system to tell it when/where mouse events are occurring.) It would get rendered on top of what my own 3D engine is rendering for the game, so it must be able to play nicely with rendering code outside of the lib. The best criteria is whether or not a reasonable 2D game could be implemented just with the GUI library and minimal glue code. (By glue code, I mean init code, hooking up the mouse, and game logic.) I am creating a 3D game, but this criteria gives a pretty solid idea of what level of interactivity I would like in the GUI.

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  • How to pass a class method as an argument for another function in C++ and openGL?

    - by tsubasa
    I know this thing works: void myDisplay() { ... } int main() { ... glutDisplayFunc(myDisplay) ... } so I tried to include myDisplay() function to a class that I made. Because I want to overload it in the future with a different class. However, the compiler complains that argument of type 'void (ClassBlah::)()' does not match 'void(*)()' . Here is the what I try to make: class ClassBlah { .... void myDisplay() .... } ...... int main() { ... ClassBlah blah glutDisplayFunc(blah.myDisplay) ... } Does anybody knows how to fix this problem? Many thanks.

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  • Is it possible to run C++ binded with SDL+OpenGL code on a web browser?

    - by unknownthreat
    My client wants her website to have an application that renders 3D (light 3D stuff, we are drawing only flat squares in 3D world) but web programming is not my thing. So I am looking for something that can run a C++ program from a web browser. But I think, if this is the case, then the client side must download the program first, and that's not what I want. The client should only be able to use this application only on the website. I came across Google Native Client, which claims that it can run x86 native code in web applications. I haven't decide whether it is worth it or not and I don't know whether this is what I want or not, so I decided to ask experienced people about this. If I want to have something like this, is what I said above possible? Or I completely need other languages like Flex because it does not worth the trouble? Or is Google Native Client suitable for doing something like this?

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  • OpenGL: How to clear only a part of the screen?

    - by Newbie
    Is it possible to not clear entire screen when using glClear() function? I need to clear only a part of the screen to save some rendering time, otherwise i would have to redraw half of the screen every frame, even if nothing is happening on the other half. Of course this should be done as quickly (or quickier) as the glClear() is now.

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  • How can I do Mouse Selection In OpenGL 3.0?

    - by NoobScratcher
    Hello I'm pretty good programmer I've made my own 2D games in SDL and made a gui in 3D using Old OpenGL and Modern OpenGL but.. I'm having problems with trying to click 3D models with opengl I have no idea what to do too be honest. Do I read the area that I've clicked? or what do I do? 100% shore this has been asked before but I just don't know what to do...?? using : OpenGL 3.0 WIN32 API C++

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  • Le Khronos Group publie les spécifications de OpenGL 3.3 et 4.0, après deux ans de la sortie d'OpenG

    Le Khronos Group publie les spécifications de OpenGL 3.3 et 4.0 Déjà deux ans après la sortie d'OpenGl 3.x, le Khronos Group nous offre le même jour les spécifications des nouvelles versions d'OpenGL : La version 3.3 et la version 4.0 Pour ces nouvelles versions la séparation Core et Compatibility demeurent et, nouveauté pour le GLSL, les versions ont dorénavant le même nom que la version de l'API sous laquelle elles ont été sortis. On nous promet aussi une version 4.0 optimisée, moins dépendante du CPU, notamment concernant la tesselation... N'étant pas familier a OpenGL je n'oserais en dire plus pour les plus curieux voici le lien :

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  • Ubuntu 12.04, xbmc, opengl, intel motherboard

    - by Sean Hagen
    I've got an HTPC that I built myself, with a Asus P5G41T-M Motherboard. It's got an on-board HDMI port, and I've been using that with no problems. I started out with Mythbuntu ( an older version ), and recently updated to 12.04.1 LTS without any issues. I've been thinking about trying out XBMC for a while, and I decided to give it a go. Unfortunately, I seem to be running into quite a few issues. I got XBMC installed from the repos without any issues, but when I try to run it from a console, a box pops up with the following: XBMC needs hardware accelerated OpenGL rendering. Install an appropriate graphics driver. Please consule XBMC Wiki for supported hardware http://wiki.xbmc.org/?title=Supported_hardware In the console, it prints out the following: X Error of failed request: BadRequest (invalid request code or no such operation) Major opcode of failed request: 136 (GLX) Minor opcode of failed request: 19 (X_GLXQueryServerString) Serial number of failed request: 12 Current serial number in output stream: 12 When I run vainfo, I get this: libva: VA-API version 0.32.0 libva: va_getDriverName() returns 0 libva: Trying to open /usr/lib/x86_64-linux-gnu/dri/i965_drv_video.so libva: va_openDriver() returns 0 vainfo: VA-API version: 0.32 (libva 1.0.15) vainfo: Driver version: Intel i965 driver - 1.0.15 vainfo: Supported profile and entrypoints VAProfileMPEG2Simple : VAEntrypointVLD VAProfileMPEG2Main : VAEntrypointVLD The file /usr/lib/x86_64-linux-gnu/dri/i964_drv_video.so exists: # ls -l /usr/lib/x86_64-linux-gnu/dri/i965_drv_video.so -rw-r--r-- 1 root root 628728 Mar 29 2012 /usr/lib/x86_64-linux-gnu/dri/i965_drv_video.so And in /var/log/Xorg.0.log the following error pops up: GLX error: Can not get required symbols. I'm not really sure where to go from here. I've tried searching all over for how to fix this problem. I've done "apt-get --reinstall xserver-xorg" ( as well as a few other video driver packages ) a few times, and no change. Any help in getting this issue sorted out would be awesome.

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  • Strange and erratic transformations when using OpenGL VBOs to render scene

    - by janoside
    I have an existing iOS game with fairly simple scenes (all textured quads) and I'm using Apple's "Texture2D" class. I'm trying to convert this class to use VBOs since the vertices of my objects basically never change so I may as well not re-create them for every object every frame. I have the scene rendering using VBOs but the sizes and orientations of all rendered objects are strange and erratic - though locations seem generally correct. I've been toying with this code for a few days now, and I've found something odd: if I re-create all of my VBOs each frame, everything looks correct, even though I'm almost certain my vertices are not changing. Other notes I'm basing my work on this tutorial, and therefore am also using "IBOs" I create my buffers before rendering begins My buffers include vertex and texture data I'm using OpenGL ES 1.1 Fearing some strange effect of the current matrix GL state at the time of buffer creation I've also tried wrapping my buffer-setup code in a "pushMatrix-loadIdentity-popMatrix" block which (as expected) had no effect I'm aware that various articles have been published demonstrating that VBOs may not help performance, but I want to understand this problem and at least have the option to use them. I realize this is a shot in the dark, but has anyone else experienced this type of strange behavior? What might I be doing to result in this behavior? It's rather difficult for me to isolate the problem since I'm working in an existing, moderately complex project, so suggestions about how to approach the problem are also quite welcome.

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  • Looking for a small, light scene graph style abstraction lib for shader based OpenGL

    - by Pris
    I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost if it doesn't work on Windows), and it should be possible to deploy to mobile targets (ie OpenGLES2, and no crazy mandatory dependencies that wouldn't port well to modern mobile frameworks like iOS, Android, etc), with a license that's compatible with closed source software (LGPL or more liberal). Specific nice-to-haves would be: Cameras and Viewers (trackball, fly-by, etc) Object transform hierarchies (if B is a child of A, and you move A, B has the same transform applied to it) Simple animation Scene optimization (frustum culling, use VBOs, minimize state changes, etc) Text I've played around with OpenSceneGraph a lot and it's pretty amazing for fixed function pipeline stuff, but I've had a few of problems using it with the programmable pipeline and after going through their mailing list, it seems several people have had similar issues (going back years). Kitware's VES looks neat (http://www.vtk.org/Wiki/VES), but VES + VTK is pretty heavy. VTK is also typically for analyzing scientific data and I've read that it's not that appropriate for a general use case (not that great at rendering a lot of objects on scene,etc) I'm currently looking at VisualizationLibrary (http://www.visualizationlibrary.org/documentation/pag_gallery.html) which looks like it offers some of the functionality I'd like, but it doesn't explicitly support mobile targets. Other solutions like Ogre, Horde3D, Irrlicht, etc tend to be full on game engines and that's not really what I'm looking for. I'd like some suggestions for other libraries that I may have missed... please note I'm not willing to roll my own solution from scratch.

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  • Axis Aligned Billboard: how to make the object look at camera

    - by user19787
    I am trying to make an Axis Aligned Billboard with Pyglet. I have looked at several tutorials, but they only show me how to get the Up,Right,and Look vectors. So far this is what I have: target = cam.pos look = norm( target - billboard.pos ) right = norm( Vector3(0,1,0)*look ) up = look*right gluLookAt( look.x, look.y, look.z, self.pos.x, self.pos.y, self.pos.z, up.x, up.y, up.z ) This does nothing for me visibly. Any idea what I'm doing wrong?

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  • Unresolved external symbol __imp____glewGenerateMipmap

    - by Tsvetan
    This error is given by Visual Studio 2010, when I want to compile my C++ code. I have added 'glew32.lib' and 'freeglut.lib' in Additional Dependencies, both release and debug. Also included the header files. I have searched the Internet and found only one forum post, but it isn't the solution I am searching for... My library is dynamic, so GLEW_STATIC is not an option. So, can you give me a solution for this problem?

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  • Ray picking - get direction from pitch and yaw

    - by Isaac Waller
    I am attempting to cast a ray from the center of the screen and check for collisions with objects. When rendering, I use these calls to set up the camera: GL11.glRotated(mPitch, 1, 0, 0); GL11.glRotated(mYaw, 0, 1, 0); GL11.glTranslated(mPositionX, mPositionY, mPositionZ); I am having trouble creating the ray, however. This is the code I have so far: ray.origin = new Vector(mPositionX, mPositionY, mPositionZ); ray.direction = new Vector(?, ?, ?); My question is: what should I put in the question mark spots? I.e. how can I create the ray direction from the pitch and roll? Any help would be much appreciated!

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  • Pyglet: How to use second screen's vsync

    - by BaldDude
    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 set my application on whatever monitors I have, and have the application use the monitor's rate to swap the buffers. This needs to be cross platform. I found this information... pyglet.window But I was wondering if anybody knows a way... Thanks for your help.

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  • Atmospheric Scattering

    - by Lawrence Kok
    I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: http://img253.imageshack.us/g/scattering01.png/ I've downloaded sample code of O`Neil from: http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html. Made minor adjustments to the shader 'SkyFromAtmosphere' that would allow it to run in AMD RenderMonkey. In the images it is see-able a form of banding occurs, getting an blueish tone. However it is only applied to one half of the sphere, the other half is completely black. Also the banding appears to occur at Zenith instead of Horizon, and for a reason I managed to get pac-man shape. I would appreciate it if somebody could show me what I'm doing wrong. Vertex Shader: uniform mat4 matView; uniform vec4 view_position; uniform vec3 v3LightPos; const int nSamples = 3; const float fSamples = 3.0; const vec3 Wavelength = vec3(0.650,0.570,0.475); const vec3 v3InvWavelength = 1.0f / vec3( Wavelength.x * Wavelength.x * Wavelength.x * Wavelength.x, Wavelength.y * Wavelength.y * Wavelength.y * Wavelength.y, Wavelength.z * Wavelength.z * Wavelength.z * Wavelength.z); const float fInnerRadius = 10; const float fOuterRadius = fInnerRadius * 1.025; const float fInnerRadius2 = fInnerRadius * fInnerRadius; const float fOuterRadius2 = fOuterRadius * fOuterRadius; const float fScale = 1.0 / (fOuterRadius - fInnerRadius); const float fScaleDepth = 0.25; const float fScaleOverScaleDepth = fScale / fScaleDepth; const vec3 v3CameraPos = vec3(0.0, fInnerRadius * 1.015, 0.0); const float fCameraHeight = length(v3CameraPos); const float fCameraHeight2 = fCameraHeight * fCameraHeight; const float fm_ESun = 150.0; const float fm_Kr = 0.0025; const float fm_Km = 0.0010; const float fKrESun = fm_Kr * fm_ESun; const float fKmESun = fm_Km * fm_ESun; const float fKr4PI = fm_Kr * 4 * 3.141592653; const float fKm4PI = fm_Km * 4 * 3.141592653; varying vec3 v3Direction; varying vec4 c0, c1; float scale(float fCos) { float x = 1.0 - fCos; return fScaleDepth * exp(-0.00287 + x*(0.459 + x*(3.83 + x*(-6.80 + x*5.25)))); } void main( void ) { // Get the ray from the camera to the vertex, and its length (which is the far point of the ray passing through the atmosphere) vec3 v3FrontColor = vec3(0.0, 0.0, 0.0); vec3 v3Pos = normalize(gl_Vertex.xyz) * fOuterRadius; vec3 v3Ray = v3CameraPos - v3Pos; float fFar = length(v3Ray); v3Ray = normalize(v3Ray); // Calculate the ray's starting position, then calculate its scattering offset vec3 v3Start = v3CameraPos; float fHeight = length(v3Start); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fCameraHeight)); float fStartAngle = dot(v3Ray, v3Start) / fHeight; float fStartOffset = fDepth*scale(fStartAngle); // Initialize the scattering loop variables float fSampleLength = fFar / fSamples; float fScaledLength = fSampleLength * fScale; vec3 v3SampleRay = v3Ray * fSampleLength; vec3 v3SamplePoint = v3Start + v3SampleRay * 0.5; // Now loop through the sample rays for(int i=0; i<nSamples; i++) { float fHeight = length(v3SamplePoint); float fDepth = exp(fScaleOverScaleDepth * (fInnerRadius - fHeight)); float fLightAngle = dot(normalize(v3LightPos), v3SamplePoint) / fHeight; float fCameraAngle = dot(normalize(v3Ray), v3SamplePoint) / fHeight; float fScatter = (-fStartOffset + fDepth*( scale(fLightAngle) - scale(fCameraAngle)))/* 0.25f*/; vec3 v3Attenuate = exp(-fScatter * (v3InvWavelength * fKr4PI + fKm4PI)); v3FrontColor += v3Attenuate * (fDepth * fScaledLength); v3SamplePoint += v3SampleRay; } // Finally, scale the Mie and Rayleigh colors and set up the varying variables for the pixel shader vec4 newPos = vec4( (gl_Vertex.xyz + view_position.xyz), 1.0); gl_Position = gl_ModelViewProjectionMatrix * vec4(newPos.xyz, 1.0); gl_Position.z = gl_Position.w * 0.99999; c1 = vec4(v3FrontColor * fKmESun, 1.0); c0 = vec4(v3FrontColor * (v3InvWavelength * fKrESun), 1.0); v3Direction = v3CameraPos - v3Pos; } Fragment Shader: uniform vec3 v3LightPos; varying vec3 v3Direction; varying vec4 c0; varying vec4 c1; const float g =-0.90f; const float g2 = g * g; const float Exposure =2; void main(void){ float fCos = dot(normalize(v3LightPos), v3Direction) / length(v3Direction); float fMiePhase = 1.5 * ((1.0 - g2) / (2.0 + g2)) * (1.0 + fCos*fCos) / pow(1.0 + g2 - 2.0*g*fCos, 1.5); gl_FragColor = c0 + fMiePhase * c1; gl_FragColor.a = 1.0; }

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  • Disabling depth write trashes the frame buffer on some GPUs

    - by EboMike
    I sometimes disable depth buffer writing via glDepthMask(GL_FALSE) during the alpha rendering of a frame. That works perfectly fine on some GPUs (like the Motorola Droid's PowerVR), but on the HTC EVO with the Adreno GPU for example, I end up with the frame buffer being complete garbage (I see traces of the meshes I rendered somewhere, but the entire screen is mostly trashed). If I force glDepthMask to be true the entire time, everything works fine. I need glDepthMask to be off during parts of the alpha rendering. What can cause the framebuffer to get destroyed by turning the depth writing off? I do clear the depth buffer initially, and the majority of the screen has pixels rendered with depth writing turned on first before I do additional drawing with it turned off.

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  • On VirtualBox Guest OS “Could not initialize GLX"

    - by trivelt
    I have a remote build-machine with Jenkins and I'm trying to run GUI application. In Jenkins I installed Xvnc plugin, which uses TightVNC Server, but each build has failed. Earlier, there was a problem with loading driver swrast (by libGL), currently in the log there is this line: [Error] Could not initialize GLX Remote desktop is Ubuntu 14.04 running over VirtualBox, so I installed VBoxAddons but it didn't resolve the problem. Below I'm putting some logs, maybe helpful for you. $ cat /var/log/Xorg.0.log | grep GL [ 20.545] (==) AIGLX enabled [ 20.545] Loading extension GLX [ 20.913] (EE) AIGLX error: vboxvideo does not export required DRI extension [ 20.914] (EE) AIGLX: reverting to software rendering [ 21.615] (II) AIGLX: Loaded and initialized swrast [ 21.615] (II) GLX: Initialized DRISWRAST GL provider for screen 0 $ lsmod | grep box vboxsf 43786 0 vboxpci 23194 0 vboxnetadp 25670 0 vboxnetflt 27613 0 vboxdrv 339502 3 vboxnetadp,vboxnetflt,vboxpci vboxvideo 12658 0 vboxguest 248441 3 vboxsf drm 302817 1 vboxvideo $ lspci | grep VGA 00:02.0 VGA compatible controller: InnoTek Systemberatung GmbH VirtualBox Graphics Adapter Any ideas what should I do?

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  • RTS Voxel Engine using LWJGL - Textures glitching

    - by Dieter Hubau
    I'm currently working on an RTS game engine using voxels. I have implemented a basic chunk manager using an Octree of Octrees which contains my voxels (simple square blocks, as in Minecraft). I'm using a Voronoi-based terrain generation to get a simplistic yet relatively realistic heightmap. I have no problem showing a 256*256*256 grid of voxels with a decent framerate (250), because of frustum culling, face culling and only rendering visible blocks. For example, in a random voxel grid of 256*256*256 I generally only render 100k-120k faces, not counting frustum culling. Frustum culling is only called every 100ms, since calling it every frame seemed a bit overkill. Now I have reached the stage of texturing and I'm experiencing some problems: Some experienced people might already see the problem, but if we zoom in, you can see the glitches more clearly: All the seams between my blocks are glitching and kind of 'overlapping' or something. It's much more visible when you're moving around. I'm using a single, simple texture map to draw on my cubes, where each texture is 16*16 pixels big: I have added black edges around the textures to get a kind of cellshaded look, I think it's cool. The texture map has 256 textures of each 16*16 pixels, meaning the total size of my texture map is 256*256 pixels. The code to update the ChunkManager: public void update(ChunkManager chunkManager) { for (Octree<Cube> chunk : chunks) { if (chunk.getId() < 0) { // generate an id for the chunk to be able to call it later chunk.setId(glGenLists(1)); } glNewList(chunk.getId(), GL_COMPILE); glBegin(GL_QUADS); faces += renderChunk(chunk); glEnd(); glEndList(); } } Where my renderChunk method is: private int renderChunk(Octree<Cube> node) { // keep track of the number of visible faces in this chunk int faces = 0; if (!node.isEmpty()) { if (node.isLeaf()) { faces += renderItem(node); } List<Octree<Cube>> children = node.getChildren(); if (children != null && !children.isEmpty()) { for (Octree<Cube> child : children) { faces += renderChunk(child); } } return faces; } Where my renderItem method is the following: private int renderItem(Octree<Cube> node) { Cube cube = node.getItem(-1, -1, -1); int faces = 0; float x = node.getPosition().x; float y = node.getPosition().y; float z = node.getPosition().z; float size = cube.getSize(); Vector3f point1 = new Vector3f(-size + x, -size + y, size + z); Vector3f point2 = new Vector3f(-size + x, size + y, size + z); Vector3f point3 = new Vector3f(size + x, size + y, size + z); Vector3f point4 = new Vector3f(size + x, -size + y, size + z); Vector3f point5 = new Vector3f(-size + x, -size + y, -size + z); Vector3f point6 = new Vector3f(-size + x, size + y, -size + z); Vector3f point7 = new Vector3f(size + x, size + y, -size + z); Vector3f point8 = new Vector3f(size + x, -size + y, -size + z); TextureCoordinates tc = textureManager.getTextureCoordinates(cube.getCubeType()); // front face if (cube.isVisible(CubeSide.FRONT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point4.x, point4.y, point4.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point3.x, point3.y, point3.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); } // back face if (cube.isVisible(CubeSide.BACK)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point7.x, point7.y, point7.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point8.x, point8.y, point8.z); } // left face if (cube.isVisible(CubeSide.SIDE_LEFT)) { faces++; glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point5.x, point5.y, point5.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v]); glVertex3f(point1.x, point1.y, point1.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u + 1], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point2.x, point2.y, point2.z); glTexCoord2f(TEXTURE_U_COORDINATES[tc.u], TEXTURE_V_COORDINATES[tc.v + 1]); glVertex3f(point6.x, point6.y, point6.z); } // ETC ETC return faces; } When all this is done, I simply render my lists every frame, like this: public void render(ChunkManager chunkManager) { glBindTexture(GL_TEXTURE_2D, textureManager.getCubeTextureId()); // load all chunks from the tree List<Octree<Cube>> chunks = chunkManager.getTree().getAllItems(); for (Octree<Cube> chunk : chunks) { if (frustum.cubeInFrustum(chunk.getPosition(), chunk.getSize() / 2)) { glCallList(chunk.getId()); } } } I don't know if anyone is willing to go through all of this code or maybe you can spot the problem right away, but that is basically the problem, and I can't find a solution :-) Thanks for reading and any help is appreciated!

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  • Billboarding + aligning with velocity direction

    - by roxlu
    I'm working on a particle system where I'm orientating the billboard using the inverted orientation matrix of my camera. This works quite well and my quad are rotated correctly towards the camera. But, now I want to to rotate the quads in such a way that they point towards the direction they are going to. In 2D this can be done by normalizing the velocity vector and using that vector for a rotation around the Z-axis (where vel.x = cos(a) and vel.y = sin(a)). But how does this work in 3D? Thanks roxlu

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  • In GLSL is it possible to offset vertices based on height map colour?

    - by Rob
    I am attempting to generate some terrain based upon a heightmap. I have generated a 32 x 32 grid and a corresponding height map - In my vertex shader I am trying to offset the position of the Y axis based upon the colour of the heightmap, white vertices being higher than black ones. //Vertex Shader Code #version 330 uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; uniform sampler2D heightmap; layout (location=0) in vec4 vertexPos; layout (location=1) in vec4 vertexColour; layout (location=3) in vec2 vertexTextureCoord; layout (location=4) in float offset; out vec4 fragCol; out vec4 fragPos; out vec2 fragTex; void main() { // Retreive the current pixel's colour vec4 hmColour = texture(heightmap,vertexTextureCoord); // Offset the y position by the value of current texel's colour value ? vec4 offset = vec4(vertexPos.x , vertexPos.y + hmColour.r, vertexPos.z , 1.0); // Final Position gl_Position = projectionMatrix * viewMatrix * modelMatrix * offset; // Data sent to Fragment Shader. fragCol = vertexColour; fragPos = vertexPos; fragTex = vertexTextureCoord; } However the code I have produced only creates a grid with none of the y vertices higher than any others. This is the C++ code that generates the grid and texture co-orientates which I believe to be correct as the texture is mapped to the grid, hence the white blob in the middle. The grid-lines are generated in the fragment shader, sorry for any confusion. I have tried multiplying the r value of hmColour by 1000 unfortunately that had no effect. The only other problem it could be is that the texture coordinate data is incorrect ? for (int z = 0; z < MAP_Z ; z++) { for(int x = 0; x < MAP_X ; x++) { //Generate Vertex Buffer vertexData[iVertex++] = float (x) * MAP_X; vertexData[iVertex++] = 0; vertexData[iVertex++] = -(float) (z) * MAP_Z; //Colour Buffer NOT NEEDED colourData[iColour++] = 255.0f; // R colourData[iColour++] = 1.0f; // G colourData[iColour++] = 0.0f; // B //Texture Buffer textureData[iTexture++] = (float ) x * (1.0f / MAP_X); textureData[iTexture++] = (float ) z * (1.0f / MAP_Z); } } The heightmap texture I am trying to use appears like so (without grid-lines). This is the corresponding fragment shader // Fragment Shader Code #version 330 uniform sampler2D hmTexture; layout (location=0) out vec4 fragColour; in vec2 fragTex; in vec4 pos; void main(void) { vec2 line = fragTex * 32; // Without Gridlines fragColour = texture(hmTexture,fragTex); // With grid lines // + mix(vec4(0.0, 0.0, 1.0, 0.0), vec4(1.0, 1.0, 1.0, 1.0), // smoothstep(0.05,fract(line.y), 0.99) * smoothstep(0.05,fract(line.x),0.99)); }

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