821 reputation
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location Chemnitz, Germany
age 27
visits member for 3 years, 3 months
seen Sep 8 at 22:51

Sep
19
comment Quaternion understanding
@Nathan I was educated with column-vectors. I have never seen vectors treated as 1-row matrices in any mathematical context. The fact that some frameworks use row-vectors and that there isn't that much difference in practice, doesn't give them a mathematical justification. But maybe the latter is not that important for you.
Sep
19
comment Quaternion understanding
We sure need to know more of you transformation framework. Do you use matrix * column-vector convention or some strange row-vector * matrix convention? Maybe your Lookat function is intended for cameras and therefore does the inverse transformation to what you actually want. Also in a matrix*vector convention your combined transformation first translates the object and then rotates it. Is this even intended?
Sep
17
awarded  Enthusiast
Sep
13
revised For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
edited body
Sep
12
answered For voxel rendering, what is more efficient: pre-made VBO or a geometry shader?
Sep
8
comment moving glDepthMask into a shader
@Will So in your case it seems you don't need to decide dynamically for each fragment if it should write to depth or not? Then it might be faster anyway to not bloat the shader with conditional code for something you know beforehand.
Sep
8
revised moving glDepthMask into a shader
added 748 characters in body
Sep
8
answered moving glDepthMask into a shader
Sep
7
awarded  Autobiographer
Sep
6
answered gluLookAt vs glTranslate + glRotate and camera transformation matrices
Sep
3
comment Why is programmable pipeline( GLSL ) faster than fixed pipeline?
@Green Not sure about that. Misses the point somehow. Kylotan's answer is much more appropriate for the actual question.
Sep
3
comment vertex array with smoothness
@zacharmarz I think it is also neccessary for GL_LINE_SMOOTH to work properly (which I think is what the OP wants, although "smoothness" is a bit vague a term).
Sep
3
comment vertex array with smoothness
Not if you don't use lighting
Sep
2
comment How does UVW texture mapping work?
@Yourdoom The W doesn't have anything to do with the number of channels the texture has. It's rather used for 3d textures or perspective texturing.
Sep
1
comment Which are the most futureproof languages for graphics (shader) programming?
I don't know if the "completely" is really justified.
Aug
31
answered Framebufferobject crashes when I do pop without resetting the framebuffer to the original
Aug
30
comment computing gl_FragDepth
@Will Yes, as the eye space depth is in, well, eye space. So you need the near and far values for transforming it back into post projective space, or maybe you can use the values of the projection matrix directly, as they are encoded in there. Maybe this is a bit of help (assuming you compute your shader projection matrix similarly).
Aug
30
comment computing gl_FragDepth
@Will Oh yes, forgot about the non-linearity, but the decoding only depends on you projection matrix. Actually gl_FragCoord.w contains the negative reciprocal of the eye-space depth. Maybe you can use this and then retransform it into the non-linear [0,1] range?
Aug
30
answered computing gl_FragDepth
Aug
27
comment GLSL - Rewriting shaders from #330 to #130
@Jonathan Ok sorry, perhaps it was a bit too direct from me. I've learned my lesson. And thanks for your suggestion (and the up-vote).