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Software Developer.


Jan
27
comment Tiled Rendering - Projection matrix
I still don't quite get it though. I set my viewport to cover the area of the texture I'm rendering to.
Jan
27
comment Tiled Rendering - Projection matrix
Yes, I've got my own implementation of glFrustum (and glm has one too).
Jan
26
comment Tiled Rendering - Projection matrix
Ok thanks byte. Will compose an answer.
Jan
26
comment Tiled Rendering - Projection matrix
Found an answer on stackoverflow (datenwolf's answer).
Jan
26
comment Tiled Rendering - Projection matrix
Thanks for this. I tried making the above and multiplying the projection matrix by it and got a weird fish-eye projection. So where do I perform the multiply? My shader is vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); gl_Position = Camera_Projection * position;
Jan
23
comment Tiled Rendering - Projection matrix
Oh thanks for that. Haven't come across those terms before.
Aug
6
comment Smooth decelerate, interpolation?
Thanks for this.
Aug
6
comment Smooth decelerate, interpolation?
OK I finished my implementation (it's a virtual surface that pans and "bounces", kind-of like a mobile phone or slate surface) and it works great. Prefer the powf function to sqrt however. Thanks a lot.
Aug
6
comment Smooth decelerate, interpolation?
Thanks. Do you mean multiply subtract (decelerate) by sqrtf(t) * velocity?
Apr
11
comment Bilinear filter in repeating texture, HLSL
If I do that I'll lose texture repeat, surely? To be clear, I want repeating textures, but I don't want filtering over the edges.
Mar
7
comment Shimmering, scrolling/panning a texture
Thanks Gregory. I don't have mipmaps and there would be some complexity involved in creating them. One thing I did notice is that because I was using random noise (unstructured), the eye had nothing to track when the screen scrolled. When I changed it to Perlin noise, even at quite high frequency, the scrolling looked perfectly smooth. So I think I might have discovered a psychological effect as well as a compute graphics one. My actual data will be semi-structured, i.e. there will be features in it, so I'm optimistic I won't need mips.
Mar
6
comment Shimmering, scrolling/panning a texture
The luminance texture is sampled with linear, which is fine as the palette is sampled POINT. It shimmers regardless as I've tried it every which way. The issue I think is the sub-pixel shift during the scroll. What I want is a nice smooth scrolling/panning surface. I'm thinking perhaps I should generate some geometry (2 quads) and move those instead of shifting texture coordinates, swapping them over when one scrolls off screen. But I hoped there might be a filtering technique to help with the scrolling as this is the simpler method.
Feb
18
comment Repeat or wrap texture (DirectX 9)
OK, not sure whether to delete this question as unbelievably stupid or ask you to add that as the answer so I can give it a cookie. It now works as I changed it to 0. I need to pay attention to what I copy and paste from the internet :p. Thanks János
Feb
18
comment Repeat or wrap texture (DirectX 9)
In the vertex shader? No, the only place the sampler is used is in the pixel shader. I think I see what you're getting at here... that's for vertex texture fetch isn't it. Hmmmm...
Aug
2
comment Will there be any more books in the Game Programming Gems series?
So much of this stuff became GPU Gems, didn't it? I love these books and have a huge stack of them at home.
Feb
10
comment FFMPEG Opengl video rendering
Have you looked at gStreamer libraries at all? I use them at work for video streaming/pipeline work. Take some getting the hang of, but they're quite comprehensive (use FFMPEG in places too).
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
Didn't actually know this existed. I'll look at it. Thanks :)
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
I wasn't do it so it was faster Nicol, just because I thought it was more "correct" to enumerate them, rather than trying each one and failing if it wasn't there. Anyway, thanks very much for this.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Ok, I'll spend tomorrow playing around with those ideas. Seems some things are back to front in the pixel shader.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I will give that a go Archy. So you would finger the fragment shader as the culprit then? I've been through the vertex shader 100 times and think it's pretty tight. Fragment shader is a different matter.