OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for ...

learn more… | top users | synonyms

0
votes
1answer
22 views

How to use TextureArray's Pre-OpenGL 4.2?

I've been using TextureArray's in my current Project; However, I have come to the problem of OpenGL 4.2 functions not being on the present Mac software when ported over. Due to only version 4.1 of ...
0
votes
0answers
18 views

Stochastic process simulations in OpenGL [on hold]

I'm planning on taking on a pet project in OpenGL in which I want to simulate particle movement in 3D, 3D Random Walk, Brownian Motion, state transitions (Gambler's Ruin, Inventory) etc. etc. I also ...
-1
votes
0answers
23 views

CEGUI 0.8.4 and SDL2. Crash the app after startup

Do not run the compiled lesson. Link to the lesson. https://bitbucket.org/lucebac/cegui/src/ea8f8c814a4d5dbaa56344218659eb68ce173961/application_templates/SDL2.cpp?at=application-templates-devel Link ...
3
votes
1answer
86 views

Image edges are distorted inside game

I dont know how to explain this, so I will use images to describe my problem. The image I made using InkScape: What it looks like in-game (ignore the runner): As you can see the edges are not ...
-1
votes
0answers
24 views

Why are my GLUT/GLEW models only visible for one frame in the framebuffer?

I'm having this problem with an OpenGL program where the models in the scene are only visible for one (the first) frame when rendering them to a texture, and then to the screen. If I render them ...
0
votes
1answer
56 views

Platformer collision advice

I've been trying to implement collision for a platformer but I can't find a good way to get the collision of certain sides without it get glitchy. So i try to get the collision of the top rectangle ...
1
vote
1answer
76 views

How to approach animations and OpenGL

There are tons of tools and instructions for making 3d models and animations in various software products. My question is: in video-game engines, when would you use a pre-rendered animation, and when ...
1
vote
1answer
43 views

How to orthogonalize the “up” vector in a camera based on “eye”, “look” and “up” vectors?

Given a camera position defined as (eye, look, up), where "up" not quite at right angles to eye->look, how would I re-orthogonalize "up"? I've had a hunt around, but did not find anything, yet if I ...
-1
votes
1answer
69 views

Cannot find bug in frustum culling code

I've written some code for frustum culling, but for some reason, it is not working, and i can't find the bug in it... Maybe a bug in the math, somewhere? So, i'm asking you if anyone could check these ...
0
votes
1answer
35 views

PBR Metalness Implementation: specColor at Value 1?

I am doing a BRDF supporting the metalness/roughness workflow. I know that in cases of Metalness = 1.0 the reflectance value is taken from the albedo map - so is the specular color to tint the ...
0
votes
3answers
43 views

Why should i set glClearColor and setProjectionMatrix in render method many time in LibGDX?

import com.badlogic.gdx.Game; import com.badlogic.gdx.graphics.OrthographicCamera; import com.badlogic.gdx.graphics.g2d.SpriteBatch; public class MyGame extends Game { public OrthographicCamera ...
0
votes
0answers
74 views

Problems with First Person Camera in C++ OpenGL

I'm building a first person camera for my application but I'm having a couple of problems relating to moving the camera. In general, I have 2 vectors, one for the camera's position and one for the ...
1
vote
1answer
127 views

Simulation of ball movement in a 3d landscape. The easiest way?

I have a landscape(generated via Perlin noise) and a ball. I want the ball to move along the geodesic(implementation of basic physics: gravitation, friction). I thought to do raycast around the ball ...
0
votes
0answers
36 views

Hard time implementing AABB collision into a platformer

I have AABB collision working fine. The problem is I can't get it to work with a platformer style game. The collision makes the player move a bit static when colliding and the gravity wont work with ...
2
votes
1answer
66 views

Creating polygons with separate outline/fill colors in OpenGL

Subject I am creating a terrain map with triangle strips and I would like to make the bodies of the triangles black, but have their outlines be colored. Problem The solution appears to be to draw ...
0
votes
1answer
25 views

trouble getting the lighting and material set up right

I am having some trouble getting the lighting and material set up. Below I have setup lighting and material, however, when ever I turn on spectular reflection for material the sphere that I am ...
0
votes
1answer
26 views

Opengl textures change color of everything

Whenever I render textures, all shapes get the color of the texture. I'm not sure why, but I think it's something to do with the way I render textures. Here's what I use to draw textures: public void ...
2
votes
0answers
53 views

How to handle the birth and death of particle without reading from the buffer

I've implemented a simple particle system where each particle has a position, velocity, age and lifespan stored in different SSBOs. Most of the data including all the position, velocity and age is ...
0
votes
0answers
21 views

Opengl camera handling

I normally do parallax scrolling with x and y which works, but I'd like to make a camera class instead so I can rotate as well. Right now the camera is set to the player's position but doesn't scroll. ...
2
votes
2answers
84 views

How can I set up an intuitive perspective projection/view matrix combination in OpenGL, using GLM?

Could anyone help me set up an intuitive perspective camera matrix using OpenGL and the GLM library? By "intuitive" I mean that I want the camera to be looking at the middle of the screen down the -Z ...
2
votes
1answer
214 views
+50

Recurring stalls in SwapBuffer

I am currently doing measurements on a test scene implemented in OpenGL 4.5 with different "setups". I noticed that in case I have a very high amount of FPS (1550 in this specific case), SwapBuffer ...
0
votes
0answers
54 views

OpenGL Slow Rendering Procedures . glDrawArrays

Hello i would like to present my problem here. At the moment i have a scene with about 250 trees , 100 ferns , a player model and a custom generated terrain (from height map). For the past few days i ...
1
vote
1answer
48 views

Does glScissor affect stencil and depth buffer operations?

I know glScissor() affects glColorMask() and glDepthMask(), but does it affect the stencil and depth buffers? For example: glEnable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); ...
0
votes
0answers
23 views

How to toggle fullscreen with lwjgl

I'm using glfw in lwjgl-3 to try to create a toggleFullscreen method. However it always gives me errors. I saw this question Toggle Fullscreen at Runtime but it didn't help because glfwOpenWindow() ...
0
votes
1answer
33 views

Easy method of obtaining texture coordinates for sprite sheet

In my (OpenGL ES 2.0 Android) game, I use 2 types of Sprite Sheets. In one type all sprites/frames are of equal size and in the other they are all different shapes and sizes. It is the latter one to ...
0
votes
0answers
43 views

uniform perspective on all objects [closed]

I am trying to create an animated clock like this in OpenGL. I was just wondering, how would I make the objects that will be the pieces with the numbers on them appear with perspective as they do in ...
1
vote
2answers
70 views

OpenGL: Is it efficient ok to glPushMatrix, plMultMatrix, plPopMatrix for every object in my scene?

I'm very new to opengl, and I might not fully understand the openGL matrix projection stack thing. So, I have about 300 'objects' in my scene, each with their own position/rotation, and I want to ...
1
vote
1answer
76 views

Stepping through 3D noise to generate a cubemap for a sphere

This is somewhat related to a previous question I asked How to create a seamless cubemap noise texture? I have managed to successfully step through a 3D noise function to create a cubemap texture ...
0
votes
2answers
43 views

Problems with Rotation Matrices on Certain Axes

Here is what my rotation matrix looks like: public Matrix4f initRotation(float x, float y, float z) { Matrix4f rx = new Matrix4f(); Matrix4f ry = new Matrix4f(); Matrix4f rz = new ...
0
votes
0answers
27 views

Camera is in the wrong position with assimp

I have created a model in 3ds max (exported as fbx) with two meshes and a camera in Assimp. After importing the scene and making the transforms to get everything in the world view I have managed to ...
0
votes
1answer
36 views

Handling collision with LWJGL rectangles

I'm testing collision with other rectangles so I can implement it into my current project. The problem is the rectangle starts at the right x and y, but I'm not sure where exactly they are. I'm pretty ...
0
votes
1answer
76 views

OpenGL multiple mesh management

I've been working on coding a new 3D engine in Java. For the moment at least I'm sticking to openGL... Currently I'm reworking how meshes get transformed and then drawn. ATM each mesh created has ...
2
votes
4answers
113 views

How to create a seamless cubemap noise texture?

I have, so far, been able to create the vertices and UV coords etc for a sphere that would be textured with a cube map. I have also successfully loaded a cube texture from file and applied it to my ...
0
votes
0answers
51 views

Is Phong shading supposed to be so camera-angle dependent?

I'm not sure if I have a bug in my code or not. It seems like it's a bug, or at least a major shortfall. Here's two images of the same model at slightly different angles (by moving the camera): As ...
6
votes
0answers
92 views

Tone mapping and eye adaptation - pale colors and darker image

I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image ...
2
votes
2answers
39 views

Rectangular area light illuminance - colour banding

I'm currently working on an implementation of rectangular area lights but I am having some issues with the illuminance calculation, which gives me serious colour banding across the entire lit area. ...
0
votes
1answer
53 views

Orthographic viewport zooming

I'm a bit new in opengl so please bear with me. I have a viewport window like this I have implemented zoom in/out features using the arrow keys. The problem is it zooms in and out with the whole ...
0
votes
1answer
54 views

Parsing Blender exported collada file in c++

Since I could not find any libraries that can help me parse collada files in my c++/opengl project, I decided to write my own. (I did find assimp, but binaries for Visual Studio 2013 were't available, ...
1
vote
0answers
36 views

Confused About My Code Suggesting The Normal Matrix Is Equivalent To The ModelView Matrix

I'm learning environment mapping in OpenGL by following this page. In his vertex shader, the author calculates the vertex normal in eye space with the following code: nEye = vec3(viewMatrix * ...
3
votes
2answers
98 views

Blending vs Texture Sampling

I don't think this question has been asked before as I couldn't find any information about this on the internet. Lets say I want to blend two textures together: A texture containing the result of ...
0
votes
1answer
28 views

Java OpenGL Perspective matrix not working

I'm trying to render a simple triangle with OpenGL in Java using LWJGL3. Everything is working great, but the projection matrix (perspective) is not working. In C++ I just used to apply the ...
-3
votes
1answer
101 views

Licensing and commercial game development [closed]

I am thinking about developing my game and have a few questions. I am going to use these softwares and libraries : OpenGL, Visual Studio Express, GLFW. I have publishing and selling my game in plans. ...
0
votes
0answers
30 views

How to convert Screen-space translation into World-space translation

private void Translate(SceneMouseMoveEventArgs args) { var camera = args.Camera; origin_screenspace = camera.UnProject(_position).Xy; cursor_screenspace = new ...
3
votes
2answers
113 views

Can I use the HD Graphics 3000's quad list primitive type via D3D?

I was studying some technical documentation on the Intel HD Graphics 3000 GPU, which I'm using as a lower-end reference for my 2D game engine. I noticed the hardware supports a nice "Quad List" ...
3
votes
1answer
53 views

OpenGL Framebuffer Object issue

I am struggling with implementing a proper Framebuffer Object . glCheckFramebufferStatus is returning me: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT (36054). What am i missing? GLuint fbo, rboColor, ...
3
votes
1answer
67 views

Why does glBindVertexArray sometimes fail (but mostly not)?

Quick outline: Test program that loads and displays big (3k x 4k) 16bit gray scale images (ca. 32MB). Using modern OpenGL (eg. 3.3 or so) with shaders VBOs VAOs etc. Running on Windows with OpenTK ...
0
votes
1answer
71 views

OpenGL streaming from multiple windows

I am using GLUT library for my research/game. In my game I have 25 windows created using glutCreateWindow(title), and each of them have their own display callback registered using ...
0
votes
2answers
88 views

What's the correct way to move 2d sprites in opengl 2.1?

I'm getting into Opengl 2.1 and wanted to know how can I move 2d sprites. I already created my vbo and ibo, and the vertex data is already there. But, how can I move a sprite once it's already drawn? ...
0
votes
0answers
49 views

Trouble with Raycast Selection using OpenGL

I am currently having trouble with a custom model editor in which I want to implement model selection (eventually featuring face selection to have something like "click-and-drag" to extend the cubes). ...
1
vote
1answer
74 views

opengl : Running at least 25 windows with different Draw callback

I need to run at least 25 windows concurrently with each window rendering a different game state. I am storing all the 25 game states in the array of type GameState allGameStates[25]. For each of the ...