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1500 questions
3
votes
0 answers

GLSL shader debugging

Is there any tool available for debugging GLSL shaders? I have nvidia geForce 940m GPU which doesn't support Nvidia NSight and RenderDoc is great but it doesn't support GLSL shader debugging. I am using windows 10.
videogamechef
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1 answer

What is this shadow mapping error called?

I have been following a tutorial, shadow mapping works more or less as expected except sometimes the shadow projects completely weirdly on nearby walls. This isn't sampling outside the lightmap because I use CLAMP_TO_EDGE and if(min(ShadowCoord.x,…
Kachinsky
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3
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1 answer

Improved Laplacian smoothing of noisy surface meshes

I have a question regarding Laplacian Smoothing of meshes and in particular the paper "Improved Laplacian smoothing of noisy surface meshes" by J. Vollmer in the early 2000's. What is the reason for shrinkage after Laplacian Smoothing on noisy…
Jay
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3
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2 answers

Why would a 4d texture be used for color conversion?

You can perform color conversion as a post process step to convert a rendered frame's colors to a different set of colors. You might make darker colors more blue for instance, to give it a night time feel, or just modify colors to give it a…
Alan Wolfe
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3
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1 answer

Normalize NURBS knot vector

I have NURBS surface data. I have a list of control points, knot vectors in U and V params and the degree. The U knot vector lies in range -3.14 to 3.14 and the knot V vector lies in range -100 to 100. How can I normalize this data so that both knot…
Vaibhav
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1 answer

Ladder to DNA using Transformation Matrix

In my last Graphic mid-term, the exam contained a Transformation Matrices problem, its statement was: Question Rotate the following ladder to form a DNA-shaped ladder using a transformation matrix. Notes The ladder base must be kept as it is…
3
votes
1 answer

Inverted yaw angle in the view matrix

I'm trying to construct a FPS view matrix for my OpenGL renderer using yaw and pitch angles instead of the typical LookAt view matrix. The view matrix is the inverse of the camera world transform $\mathbf{M}_{\textrm{view}} =…
user5488
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1 answer

setting up integer texture and binding as image pt. 2

Made a new question as suggested, follow up to that one. I was experimenting with texture declaration to find solution and thats how I done that before (unsigned int): glGenTextures(1, &m_texture); glBindTexture(GL_TEXTURE_3D,…
mdkdy
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3
votes
1 answer

Why should you do homogenization after clipping?

Is it just so you avoid unnecessary divisions or are there other advantages as well? I've just implemented the Sutherland–Hodgman clipping algorithm and read online that you should do homogenization after clipping to avoid divisions and to "avoid…
donutboy
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3
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2 answers

Setting up integer texture and binding as image

When I set up a texture as float it works (color is written - BTW I'm doing voxelization): glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA32F, width, height, depth, 0, GL_RGBA,GL_FLOAT,NULL); then setting filtering... then binding: glBindImageTexture(0,…
mdkdy
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3
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3 answers

Does the blending matrix change between calculating various curve segments in a uniform cubic B-splines approximation?

I would like to ask about uniform (periodic) cubic B-splines (approximation, no interpolation). $$B=1/6\begin{bmatrix}-1&3&-3&1\\3&-6&3&0\\-3&0&3&0\\1&4&1&0\end{bmatrix}$$ $B$ is the matrix of coefficients that allows calculating a single curve…
Nick
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1 answer

Flexible Vertex Format Constants in Direct3D 11

How do you migrate Flexible Vertex Format Constants (or FVF codes) from DirectX 9 to Direct3D 11? Old code: #include struct Vertex { public: Vertex() : p(D3DXVECTOR3(0.0f, 0.0f, 0.0f)), n(D3DXVECTOR3(0.0f, 0.0f, 0.0f)), tu(0.0f),…
Matthias
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1 answer

What graphics techniques can be used to simulate a color nebula effect?

I've been playing around with more advanced graphics these days (beyond the basic 2D UI and image effects that the iOS platform offers), and I'm wanting to implement a visual effect similar to how iOS's Siri uses what appears to be a "color nebula"…
user5291
3
votes
2 answers

Texture Mapping jagged pixel edges

I'm currently writing a software renderer. I managed to implement texture mapping and it works fine. Only issue is, that the edges between the pixels are sometimes jagged in x direction as you can see here: Could this be caused by a lack of…
lelgetrekt
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1 answer

How to clip multiple tiled textures to polygon in Webgl / opengl

I have a bunch of planes each with their own texture in a grid. Currently I am rendering these as separate planes, each with their own texture, although I could use a single plane with multiple faces. Each color is a texture. I have a polygon mesh…
roob
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