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1500 questions
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Interlacing vertex buffer data with extra efficiency

I am making a 2d game in opengl es 2.0 Inside are tons of rectangles defined by 4 points and one 4 component color. I am using vertex buffer objects, and I have heard that it is efficent to interlace the data. So like traditionally you would…
J.Doe
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Unwinding an image on a spiral to make it long and flat

Here's an odd intellectual puzzle. Something I was daydreaming about on a train - but the maths are somewhat beyond me. How would someone go about un-winding a spiral to produce a long flat image? Like a rope on a spool, I'd want to uncoil the…
headbanger
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Calculate vanishing point

In perspective projection, group of parallel lines have the same vanishing point. I am interesting about the reverse calculation: Getting the group of parallel lines equations that their vanishing point specific point. Say I know that the camera is…
nrofis
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3D rotation matrix around vector

I am using matrix for performing 3D rotations. I know that in 3D space the matrix product order is important - changing the order of the matrices can effect the rotate result. So I am interesting about how can I create a rotate matrix that perform…
nrofis
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Bilinear Transformation not working

I implemented this algorithm to fit given image to specified quadrilateral but the output is blank. I implemented it in C# as follows Bitmap inputImage = new Bitmap("D:\\Image\\A2.jpg"); Bitmap outputBitmap = new Bitmap(inputImage.Width,…
Sandiip
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votes
2 answers

How are hard and soft shadows cast?

I have been studying computer graphics, from the book Fundamentals of Computer Graphic (but the third edition), and I lastly read about texture mapping and shadow maps. Though, I didn't exactly understand how they function. I know there is also…
phong
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3
votes
1 answer

Finding the maximum number of disconnected fragments

In a plane, we have a convex polygon with n sides. What would be the maximum number of disconnected pieces / fragments if this polygon is clipped against a square?
3
votes
1 answer

Affine Transformation

We have a matrix $$\begin{bmatrix} a_{11} & a_{12} & a_{13} \\ a_{21} & a_{22} & a_{23} \\ a_{31} & a_{32} & a_{33} \end{bmatrix}$$ This matrix represents a transformation in homogeneous coordinates. My question is whether the above matrix is…
3
votes
2 answers

Line segments overlapping

I have implemented line segments intersetion test and at the very same test I want to include the fact that if two line segments overlap each other partially or fully , it will be flagged as no intersection. Some hint to it would be great to have!
sajis997
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Can't render multiple VAO's?

I'm a newbie to OpenGL and I was following a series by "thebennybox" on Youtube. Specifically his series on modern opengl programming. I thought I would try to implement his Mesh wrapper using the vector in C++ rather than using arrays of data and…
3
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1 answer

How to blend World Space Normals

I am trying to blend two world space normals inside a shader. One comes from a tangent space normal map converted into world space using a classic TBN matrix and the other one is a mesh normal map in world space. I found some interesting resources…
MaT
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1 answer

Ray-tracing the Cornell Box results in really inconsistent image

So I have a vector of glm::vec3 containing the triangles for the classic Cornell Box called triangles. The Draw method casts a ray for each pixel on the screen and calls ClosestIntersection which returns true or false and updates a struct containing…
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Strange behaviour of glDisableVertexAttribArray() on devices

In my graphics engine, based on OpenGL ES 2.0 I am using standardized name for shader attributes like it is done in libGDX (such as a_position, a_normal, etc.). When 'activating' my vertex buffer for drawing, just before I call…
Netherwire
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A question about derivation in oblique view frustum

Problem Description: Reference: Oblique View Frustum Depth Projection and Clipping "Mathematics for 3D Game Programming and Computer Graphics" 3rd edition, chapter 5.6. M is the original projection matrix. Plane C is the modified near plane, and…
zombielei
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Template matching subpixel accuracy

I use template matching to detect a specific pattern in image.The shift determined is very shaky. Currently I apply it to R,G,B channel separately and average the result to obtain float values.Please, suggest how to obtain subpixel accuracy. I was…
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