| bio | website | |
|---|---|---|
| location | Italy | |
| age | ||
| visits | member for | 9 months |
| seen | May 2 at 19:05 | |
| stats | profile views | 3 |
Currently I'm scientific software developer with proficiency in C/C++ with their related technologies Boost, STL, Qt, Python, computer graphics, OpenGL, Mathematica, MatLab, Bash scripting, NI Labview, LATEX, CMake, CUDA.
|
Apr 29 |
comment |
Vertex Array Object (OpenGL) How do you deal with normals in this example? I mean what if you add a GLfloat normal[3] in your Vertex class and want to upload the normals to client? |
|
Nov 28 |
comment |
Frame timing for GLFW versus GLUT Obviosuly I think my computer is able to carry some small computations in less than 1/100 sec. Ok seems that using glfw helps in setting up an accurate timing procedure. I'll let you know after some experiments on different platform, meanwhile a +1 for you super-fast answer |
|
Nov 28 |
asked | Frame timing for GLFW versus GLUT |
|
Oct 11 |
awarded | Teacher |
|
Aug 26 |
comment |
Special relativity shader in GLSL So you're saying that the shader I've wrote here is basically correct or your is correct? Because the results of my shader are not very convincing in terms of what I'd expect from a kind of transformation of this type. |
|
Aug 1 |
comment |
Special relativity shader in GLSL I don't understand also if I have to implement relativistic aberration separately from the Lorentz transformation. |
|
Aug 1 |
awarded | Supporter |
|
Aug 1 |
comment |
Special relativity shader in GLSL Ok, but what if I'm changing the time inside the simulation? I treat time as a uniform float to be pass from outside the shader, this should deform the object in time correctly? |
|
Aug 1 |
awarded | Nice Question |
|
Jul 30 |
comment |
Special relativity shader in GLSL No I suppose the observer O is in (0,0,0) looking down the z-axis while the observer O' is in motion w.r.t O with velocity v_x and the objects described for O' are at rest.
I know that in this vertex shader the transformation are applied only for vertices so the deformation of lines is lost but I just want to understand and make work this at first.
Seems that the game Polynomial already made transformations of this kind, but the shader I've found doesn't nothing interesting, because I get the same results!
bit.ly/MueQqo |
|
Jul 30 |
comment |
Special relativity shader in GLSL You can try this shader in ShaderMaker to see the effects, but what I'd want to achieve is this effect: spacetimetravel.org/relaflug/relaflug.html Here we should see the lenght contraction on x-axis but I see an incorrect scaling |
|
Jul 30 |
awarded | Editor |
|
Jul 30 |
revised |
Special relativity shader in GLSL deleted 1 characters in body |
|
Jul 30 |
awarded | Student |
|
Jul 30 |
asked | Special relativity shader in GLSL |
|
Jul 30 |
answered | GLSL Shader Editors for Linux |