|
That or do CPU-mediated multipass.
|
# ¿ Mar 13, 2014 19:27 |
|
|
# ¿ May 14, 2024 11:15 |
|
Raenir Salazar posted:Would that be from glBegin( gl_primitive ) glEnd()? You code should look in general like this: code:
|
# ¿ Mar 18, 2014 21:15 |
|
Are you using the stencil buffer? That's exactly what it's for.
|
# ¿ Jul 19, 2014 19:56 |
|
If you have the modelview and projection matrices from your shader and the viewport values from the current context, you could use gluUnProject(). But yeah, that sounds like overkill for a 2D scene.
|
# ¿ Feb 20, 2015 22:00 |
|
Don't they remove the ARB suffix when that happens?
|
# ¿ Aug 6, 2015 16:58 |
|
That's exactly it. Normals are a property of a vertex, not a polygon, so you can't have two polygons with two different normals share the same vertex record.
|
# ¿ Sep 22, 2015 18:50 |
|
Licensed engines are also a lot more common now, so Unity or Epic can incur that time and then everyone else gets to skip it.
|
# ¿ Dec 11, 2015 17:40 |
|
It's probably easier to add reversed polygons to the underlying model, doing a normal flipping pass each frame doesn't sound like the right approach.
|
# ¿ Feb 16, 2016 17:00 |
|
Dumb question- is this within a few hours of setting up the new Mac? You may be losing cycles to spotlight indexing or some other post-config background process.
|
# ¿ Jul 22, 2016 19:03 |
|
Kobata posted:I haven't really done much immediate mode OpenGL, but don't the texture coordinates need to be set before the vertex call? Presumably it's working on later ones because GL remembers the last one set and uses it for the first vertex of later draws. Yeah, that's exactly what's happening.
|
# ¿ Aug 19, 2016 21:00 |
|
Hyvok posted:However I would like to support unicode How much unicode do you want to support? The occasional accented character is probably easy enough but if you want to get really into the weeds with composed characters and bidirectional writing and such you might want to considering letting the OS text service handle the whole thing and make you one finished texture per label. Rolling your own unicode-aware layout is not something to be entered into lightly. haveblue fucked around with this message at 21:01 on Apr 13, 2017 |
# ¿ Apr 13, 2017 20:59 |
|
The mathematical name for that is implicit surface and while that wiki page is way above my pay grade it may give you some ideas to start with.
|
# ¿ Oct 26, 2017 19:48 |
|
Yeah, how much do you know about non-shader programming already? The contents of _______.hlsl is a program, just in a language specialized for doing certain kinds of math and with different quirks and limitations from general-purpose programming.
|
# ¿ Sep 28, 2019 17:32 |
|
What do you want to do? If you just want to be able to throw together programmer art for small projects, Blender is fine. If you want to make something releasable or develop marketable skills, you will have to graduate to industry-standard tools at some point. e: I should have read further, Blender is probably perfect for "design aid". haveblue fucked around with this message at 22:21 on Feb 1, 2020 |
# ¿ Feb 1, 2020 22:17 |
|
Skewed image usually means the row length is wrong, are you calling glPixelStore?
|
# ¿ Aug 30, 2020 02:59 |
|
Also are you sure the range of the texture channel values is 0-1? If the texture uses an integer pixel format it could be 0-255 and casting it to float won't necessarily normalize it. What happens if you assign 1.0 to red in the second example?
|
# ¿ Jun 15, 2021 18:37 |
|
|
# ¿ May 14, 2024 11:15 |
|
If you're using the fixed function pipeline, GL can do this for you with with the cull options. Then you just render it twice, for front and back, with matching offset values If you're in a shader, check the sign of normal.z after the modelview transformation
|
# ¿ Aug 11, 2021 20:52 |