I don't think it looks correct what I am making, image here: You see a floor with terrain floating above it, on the top left you see the scene depth-visualized and right to it you see things from ...
I want to determine which part of a triangle is visible in a frustum in OpenGL, is there a way to get visible coordinates of triangle in the viewing frustum?
There's not too much deep information about them on the web. How are they implemented and how they work under the hood? I'd like to know that they cause any performance overhead or not, especially in ...
I see a few broad approaches out there to doing cel shading: Duplication & enlargement of model with flipped normals (not an option for me) Sobel filter / fragment shader approaches to edge ...
I've got an extensive world terrain that uses vec3 for the vertex position attribute. That's good, because the terrain has endless gradations due to the use of floating point. But I'm thinking about ...
I am doing some 3D demos using OpenGL and I noticed that GLSL is somewhat "limited" (or is it just me?). Anyway I have many different types of materials. Some materials have ambient and diffuse color, ...
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 ...