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1500 questions
3
votes
1 answer
Unable to pass custom Matrix4 to GLSL as a uniform
I am fairly new to graphics programming and I am trying to pass a custom Matrix4 (non-glm) to my vertex shader by using a uniform.
Matrix44 transform; //creates a 4x4 identity matrix
transform.SetTranslation(Vector3(0.5f, 0.3f, 0.0f));
…

Jigo
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3
votes
0 answers
Super basic question: OpenGL version/install issue
I'm running a Python program whose GUI uses OpenGL. I'm getting all sorts of graphics error messages. I want to check the OpenGL version to make sure it's all good, but the OpenGL Extensions Viewer doesn't work. Even as admin, the extensions viewer…

sirconnectalot
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3
votes
2 answers
Downscaling by skipping rows and columns – any example images?
I'm about to implement downscaling on a microcontroller. Source resolution is e.g. 720x576 (the 576i PAL resolution, other one possible: 480i, NTSC resolution), destination is 32x16. The goal is to have RGB LED matrix (of size 32x16) flowing with…

Gortu
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3
votes
2 answers
Finding the nearest neighbor of polygons
I have a set of non-convex polygons and I want to merge them. I am able to find the connection between two polygons. If there are more than two polygons, one connection can intersect another polygon within the set. I do not want to check for a…

rr84
- 105
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3
votes
1 answer
Screen to World coordinates glm::unProject
I'm having some trouble trying to figure out how to go from a coordinate on the screen, to 3D world coordinates on a plane.
My case is as seen on the picture further down. World origin is in the center with the grid representing the X-Y plane.
I…

remi000
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3
votes
1 answer
Detect a lossy matrix decomposition?
I am writing a plugin to export data from 3DS Max. 3DS Max's geometry pipeline is... interesting.
As part of my plugin I decompose a transform matrix into a translation, (quaternion) rotation & scale using an inbuilt function.
This of course does…

sebf
- 163
- 3
3
votes
1 answer
Volumetric Obscurance : line integrals
I would like to compute volumetric obscurance with line integrals like described in this paper.
For a 2D sample, it is possible to know the "depth in sphere". But I don't understand how they compute the occluded (in red on the following image) part…

user3596305
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3
votes
1 answer
Can I use QueryPerformanceCounter to measure single draw or compute call performance?
I know I can use QueryPerformanceCounter for measure time for whole single frame. But can I when it comes to OpenGL draw or compute call?
I always assumed that, as on the diagram, CPU waits for GPU to finish so timer would measure approximate time…

mdkdy
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3
votes
1 answer
Given two arbitrary surfaces, what is the accurate and quite fast algo to find collision within X distance?
I have two high-resolution 3D objects(femur and patella) with arbitrary smooth surface and I want to find the contact point/area between those two objects. Accuracy is more important than computation time in this case, though it would be great if…

Bla...
- 481
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3
votes
1 answer
Benchmark GLSL fragment shader
How can I benchmark a fragment shader?
What my shader does is basically lots of floating point operations, since it's doing some procedural stuff.

user24100
- 31
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3
votes
1 answer
How to generate a 360 degre video
Using my raytracing engine, I'd like to generate a 360 degree video which could then be uploaded on Youtube.
By looking on the internet, I couldn't find any specific details about how to do so. I am using FFMPEG to generate short movies.
I saw…

Telokis
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3
votes
1 answer
Skybox in a Ray Tracer
I have implemented a sky rendering model in my ray tracer which saves the color of the sky to an image. I was wondering how I can render the sky dome and texture map the image on to it.
Do I render the sphere at the center of the environment and add…

Arjan Singh
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3
votes
2 answers
Storing 3D animations for ray tracing
I've just finished writing a path tracer that takes OBJ files and renders it. This is convenient for still images, but my end goal was to export a sequence from a 3D application (Blender was what I had in mind), and then render an image sequence…

Henry Bergin
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3
votes
1 answer
Avoiding CPU race condition/cache invalidation of RNG on multi thread path tracing
I'm implementing my path tracer using C++ and OpenMP partially based on the design of Small Paint (using a globally available RND function to generate random floats) and PBRTv2 (uses a single RNG across all threads). I notice that due to the fact…

Mary Chang
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3
votes
3 answers
How to understand Z-Fighting?
I searched for Z Buffer on Google and I discovered that's a 2 dimensional array used by the graphical card and whose aim is to enable the handling of two pixels' depth in order to display one of these pixels in front of the other.
To illustrate my…

user5740
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