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bio website interazioneinnaturale.tumblr.…
location Milan, Italy
age 29
visits member for 3 years, 3 months
seen Feb 18 at 11:27

recursive: adjective, see recursive.


Nov
23
awarded  Popular Question
Sep
12
accepted switching from third person view to first person view
Sep
11
accepted Replace glTranslatef and glRotatef with matrixes
Sep
10
answered switching from third person view to first person view
Sep
10
revised switching from third person view to first person view
deleted 122 characters in body
Sep
9
revised switching from third person view to first person view
added 210 characters in body
Sep
9
asked switching from third person view to first person view
Sep
5
comment Replace glTranslatef and glRotatef with matrixes
yes it is row major
Sep
4
asked Replace glTranslatef and glRotatef with matrixes
Jul
23
awarded  Yearling
Jul
19
accepted OpenGL FBO, render off screen and texture
Jul
18
comment OpenGL get the outline of multiple overlapping objects
do you have some example of a stencil buffer like this? I think using the stencil buffer would be the cleaner way but I am not able of make any stencil buffer work
Jul
18
comment OpenGL get the outline of multiple overlapping objects
do you have some example of a stencil buffer like this? I think using the stencil buffer would be the cleaner way but I am not able of make any stencil buffer work
Jul
18
comment OpenGL get the outline of multiple overlapping objects
sorry but what do you mean with "Scan through each texel" ? a for loop though each pixel? in the cpu? so it is something like: render with a solid color to a texture, transfer the image to the cpu, do the scan, put them again in the texture? or do it in a shader?
Jul
18
comment OpenGL get the outline of multiple overlapping objects
what are you meaning with an edge-detect filter? a shader? an image processing filter? like opencv (render to texture, apply filter to the texture, push back the modified texture)?
Jul
18
asked OpenGL get the outline of multiple overlapping objects
Jul
17
comment OpenGL FBO, render off screen and texture
here it is: stackoverflow.com/questions/17711673/…
Jul
16
comment OpenGL FBO, render off screen and texture
yes, I was thinking about a new question!
Jul
16
comment OpenGL FBO, render off screen and texture
Ok good! I've managed to use Render Buffer (and not texture) for both color and depth buffer! but now.. how can I read the depth buffer only? Is it possible with glReadPixels? If I use only glBindRenderbuffer(GL_RENDERBUFFER, depthBuffer); before glReadPixels I get only some glitch and if before I use glBindFramebuffer(GL_FRAMEBUFFER, fboId); I get only the colour buffer..
Jul
16
comment OpenGL FBO, render off screen and texture
ok, thanks! a little bit more clear.. so I can use FBO with texture OR with render buffer.. It seems like I didn't noticed this in all the pages I've found till now, and the answer to my question "Why do I need a texture" is simple: "you don't need it, you can do render off-screen with a render buffer"