Tagged Questions
-5
votes
3answers
207 views
in the shadow of a sphere [duplicate]
(Related, but somewhat different, to my previous question)
How can I determine in a fragment shader if a fragment is in the shadow of a sphere?
That is, if it is occluded by the sphere and is past ...
3
votes
1answer
156 views
How do I render a filled and stroked path using OpenGL?
I want to render a 2-dimensional geometric path consisting of Bézier curves and straight lines. Paths can be concave.
What is the most efficient way to draw this using modern OpenGL? Can I do this ...
1
vote
2answers
810 views
Rotate an object given only by its points?
I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the ...
1
vote
2answers
681 views
Wrong faces culled in OpenGL when drawing a rectangular prism
I'm trying to learn opengl. I did some code for building a rectangular prism. I don't want to draw back faces so I used glCullFace(GL_BACK), glEnable(GL_CULL_FACE);. But I keep getting back faces also ...
1
vote
2answers
646 views
Render a polyline with rounded joints
I have a list of points (3D) and want to draw a line connecting all points with a specified width. The line should be rendered in OpenGL (using OSG) as triangles.
The real challenge of this task is to ...
1
vote
1answer
250 views
How do I determine if a tile is a slope based on the tile image?
In my game, every tile is a 32x32 texture. All the slopes are a 0 - 45 degree angle. I would like to determine, at the time I load the tile, if the is sloped by examining its texture/bitmap data. How ...
4
votes
2answers
351 views
OpenGL, Offset and Camera Space
I was reading chapter 4 of the Arcsyntesis OpenGL tutorial when I came across this line in the GLSL shader.
vec4 cameraPos = position + vec4(offset.x, offset.y, 0.0, 0.0);
About it, the tutorial ...
2
votes
2answers
130 views
What is the purpose of glEdgeFlagv?
I know that what both glEdgeFlagv and glEdgeFlag do is toggle boundary edge status, but my question is why does the v version exist when the documentation specifies that the only difference is that ...
0
votes
1answer
750 views
what algorithms exist for combining multiple triangle meshes into one mesh
Let's say I have a terrain mesh of some triangles, and several smaller meshes which I want to add to that terrain mesh (think ground and some small mounds or berms for example). What would I look for ...
0
votes
2answers
657 views
How to generate a rotation matrix or a quaternion (properly rotated in regards to texture coordinates) for each triangle of a mesh?
I'm trying to build a uniform grid made of 3D points over the surface of an arbitrary mesh (we have texture-coordinates for each vertex...)
Or to reformulate: imagine a mesh textured with a texture ...
5
votes
2answers
847 views
Generating geometry when using VBO
Currently I am working on a project in which I generate geometry based on the players movement. A glorified very long trail, composed of quads.
I am doing this by storing a STD::Vector, and removing ...
9
votes
2answers
6k views
converting a mouse click to a ray
I have a perspective projection. When the user clicks on the screen, I want to compute the ray between the near and far planes that projects from the mouse point, so I can do some ray intersection ...