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 ...

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0answers
219 views

My game seems to be incompatible with recording software. What could be causing this?

I've just finished a little Game-Dev project for university and I need to record a video to accompany my submission (just in case they can't get my source to work). Basically my game doesn't work at ...
7
votes
0answers
91 views

Which is the best LOD method for planet rendering?

I'm currently working on my thesis, it is an engine to render terrains of planetary size. I'm still finishing my research and I have encountered a lot of stuff about this subject, the problem is that ...
4
votes
0answers
344 views

Bullet Physics implementing custom MotionState class

I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion ...
4
votes
0answers
256 views

Weird problem with advect program in fluid simulator

I implemented 2d fluid simulator. Solver runs entirely on GPU. All works fine... on my work PC. But on home PC I have some awful glitches, and I can`t understand how to fix them. Empirically I ...
3
votes
0answers
79 views

OpenGL: Filtering/antialising textures in a 2D game

I'm working on a 2D game using OpenGL 1.5 that uses rather large textures. I'm seeing aliasing effects and am wondering how to tackle those. I'm finding lots of material about antialiasing in 3D ...
3
votes
0answers
63 views

Rotate an image and get back to its original position - opengles glkit

I need to rotate an image in opengles GLkit and get it back to its original position in GLkit. rotation += 5; _modelViewMatrix = GLKMatrix4Rotate( _modelViewMatrix, GLKMathDegreesToRadians(5), 1, 0, ...
3
votes
0answers
191 views

Suitability of ground fog using layered alpha quads?

A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
3
votes
0answers
205 views

Recast issue while loading BSP

I'm trying to load a BSP into RecastDemo to see if it works fine, I don't know where the problem could be, I'm extracting the vertices and triangles really fine. The result is supposed to look like ...
3
votes
0answers
692 views

Sampling from depth texture causes shader to stop working

I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
2
votes
0answers
40 views

uniform z slices in clip-space

1) Context I'm using a regular OpenGL perspective projection matrix created with GLM (glm::perspective) and taking the inverse (glm::inverse) to transform clip-space back into view space (and world ...
2
votes
0answers
92 views

Displacement Mapping opengl-es

I need to do an application similar to this Morfo. And I posted a question here where the answer states the solution is "Displacement Mapping" . And I googled this to do it in opengles. I couldnt get ...
2
votes
0answers
142 views

deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: #version 420 layout (location = 0) out vec4 outColor; in vec2 ...
2
votes
0answers
62 views

Fragments never falling into spot light's cone

I am using GLSL version 1.20 with OpenGL 2.1 . I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
2
votes
0answers
64 views

Everything turning black when pitching down

Just a quick questions about something that's occurring in my world. Every time I pitch my camera downward, everything starts turning black, and if I pitch upward, everything sort of intensifies. ...
2
votes
0answers
327 views

OpenGL problem with FBO integer texture and color attachment

In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...
2
votes
0answers
367 views

exporting bind and keyframe bone poses from blender to use in OpenGL

EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine ...
2
votes
0answers
243 views

GLSL Bokeh using Quads and Textures

I'm trying to create a depth of field effect with bokeh sprites in GLSL. Specifically, what i would like to do is, for each pixel: See if the pixel is out of the focal range If it is, draw a quad ...
2
votes
0answers
211 views

AlphaToCoverage + Alpha Blending = Artifacts

I'm experiencing a strange problem using OpenGL SampleAlphaToCoverage mode. There are rendering artifacts when using alpha-blending on pixels that have been rendered using alpha-to-coverage - and I ...
2
votes
0answers
603 views

Can one use OpenGL ES from Google Go?

I've recently used Google's Go language and was impressed by its great support for parallelism. I'd like to try Go for a simple game -- just a test-case -- and I'm wondering if I can use OpenGL ES ...
1
vote
0answers
73 views

How to implement a multi-platform Java 2D game engine's graphics?

I'm not sure whether this question should be posted here. I'm trying to make a basic generic game engine in Java. Here's what I have so far. public abstract class Device { public abstract void ...
1
vote
0answers
82 views

Reconstructing Position from Linear Depth

In gBuffer (RGBA32F) I store a linear depth (camera space z position). Next I draw a full screen quad (two triangles) and I want to reconstruct the position. Vertex shader: #version 420 ...
1
vote
0answers
48 views

Posible to export f-curves in blender?

I work with some friends on a rail shooter game in openGL. For creating our world we are using Blender. Since we want our Tank to follow a path I have started to work with creating bezier curves and ...
1
vote
0answers
49 views

How to put OpenGL in a state for drawing blended, colored, nontextured polys?

Using OpenGL1.1 (sadly) I'm trying to draw a cube, which is colored and alpha blended. It is instead showing up as opaque black. Even without including alpha in the color it still shows up as opaque ...
1
vote
0answers
77 views

Box2D, OpenGL, resolution and matrix setup

Okay, my internal units are going to be meters, ranging between 0.1 and 10 meters for size. First of all, my mind is all wrapped up in a knot trying to understand how to handle my game with multiple ...
1
vote
0answers
83 views

How do you display non-cutout transparent 2D textures with a depth buffer? (OpenGL)

I've been able to get my 2D renderer to display transparent cutout textures by testing the alpha of a fragment and discarding if it is less than 1 (or any fraction really). The problem is I want to ...
1
vote
0answers
93 views

Sketchy results from ray-plane intersection code

I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
1
vote
0answers
113 views

What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)

I'll begin by apologizing for any dumb assumptions you might find in the code below since I'm still pretty much green when it comes to OpenGL programming. I'm currently trying to implement deferred ...
1
vote
0answers
79 views

Strange rendering issue with monogame/WinGL with HD7670M

I'm having some strange rendering issues with latest monogame/winGL code as seen below; As you can see the xna and tomspilmans WinDX port seems just okay. I'm having this problem on my laptop ...
1
vote
0answers
85 views

glFramebufferTexture2D gives corruption with cube map textures

I am using glFramebufferTexture2D with cube map textures but it gives corruption in texture. draw_cube() function works perfectly when i draw that on default framebuffer. GLenum ...
1
vote
0answers
109 views

How to make an oscillation move on opengl qt

I'm trying to make a character make an oscillation move. That is, the character will start by rotating to a certain angle, say 60 degrees, and then slowly come back to an upright position then rotate ...
1
vote
0answers
86 views

iPhone collada object

Hi I am new to game development. I see many examples and tried myself like displaying triangle, cube etc. Now I am looking to render a Collada object. So I created a Collada object using Google Sketch ...
1
vote
0answers
150 views

Access Violation when trying to bind Vertex Object Array

I've just started digging into OpenGL and I've run into a problem trying to set a VOA. It's giving me a run-time error of : An unhandled exception of type 'System.AccessViolationException' At ...
1
vote
0answers
149 views

Per fragment lighting with OpenGL 4.x tessellated model

I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
1
vote
0answers
246 views

How to pick a 3D object with known mouse coordinates if the camera is rotated 60 degrees?

I am making a simple game engine for a simple RTS game and would like to be able to pick a cube and move it around with the mouse coordinates. The problem is that my camera is rotated 60 degrees just ...
1
vote
0answers
142 views

How do I convert my matrix from OpenGL to Marmalade?

I am using a third party rendering API, Marmalade, on top of OpenGL code and I cannot get my matrices correct. One of the API's authors states this: We're right handed by default, and we treat y ...
1
vote
0answers
48 views

Rendering text with stb_font results in glitches

I'm trying to render text with OpenGL and an "inline"-font taken from the stb_fonts The relevant code for initializing the font & rendering: LabelFactory::LabelFactory() { static unsigned ...
1
vote
0answers
522 views

ssao implementation

I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this: ...
1
vote
0answers
267 views

Managing many draw calls for dynamic objects

We are developing a game (cross-platform) using Irrlicht. The game has many (around 200 - 500) dynamic objects flying around during the game. Most of these objects are static mesh and build from 20 - ...
1
vote
0answers
291 views

Texture artifacts and GLSL bump mapping

I'm working on a 3d terrain. I tried out some existing GLSL implementations for bump mapping using normal maps from a Procedural Infinite 3D Cave Generation tutorial. The actual code that I used is ...
1
vote
0answers
163 views

Getting contour without the background

I have a texture and vertex which are needed to create a set of closed polygons. For this purpose I use these functions: Code for create texture: CCSprite* spr = ...
1
vote
0answers
188 views

Framework to implement an in game gui editor

I need to do an in game gui editor. The game engine has his own widgets elements and I don't want a gui library that substitute it. The most difficult task is the implementation of the functionality ...
1
vote
0answers
109 views

Correct order of operations when enabling/disabling Cg shaders in OpenG

I've started writing an Effect class which uses Cg shaders in OpenGL and I'm a bit confused about the order of operations when creating and rendering using Cg. Currently, my Effect class contains ...
1
vote
0answers
74 views

Parenting Opengl with Groups in LibGDX

I am trying to make an object child of a Group, but this object has a draw method that calls opengl to draw in the screen. Its class its this public class OpenGLSquare extends Actor { private ...
1
vote
0answers
319 views

Countdown Timer for Racing Game

I want to make a countdown timer for my racing game such as "3... 2... 1... GO!" I'm using GLUT, OpenGL, and C++. I was wondering what the most appropriate method to handle this in C++. clock()? ...
1
vote
0answers
146 views

Stencil buffer appears to not be decrementing values correctly

I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the ...
1
vote
0answers
207 views

JOGL Hardware Shadow Mapping Transparent Shadow Texture

I'm using hardware shadow mapping on JOGL based on the demo(HardwareShadowMapping) supplied by the distribution. After generating the shadow texture from lights point of view, I apply it to my scene ...
1
vote
0answers
154 views

Input in OpenTK

How to use Input in OpenTK 1.0? There is not much info around, some classes are unfinished. What I want to achieve, is to be able to use input not only in OnUpdate function, but also in other classes ...
1
vote
0answers
354 views

3d collision detection on non flat surface

i am developing a game which needs an accurate collision detection algorithm, when a object travels down a slope which isn't flat. To be more precise i need to simulate a skier who travels down a ...
1
vote
0answers
1k views

OpenGL font rendering

I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for ...
0
votes
0answers
25 views

Screen or World Coordinates to tile Coordinates

I have Plane made of tiles in opengl. I start drawing them at (0, 0, -20) after that i do my translations so that the view is rotated somewhat similar to an isometric (kind of) perspective. I'd now ...

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