| bio | website | |
|---|---|---|
| location | Chemnitz, Germany | |
| age | 26 | |
| visits | member for | 1 year, 11 months |
| seen | May 14 at 15:02 | |
| stats | profile views | 108 |
You can run, but you cannot glide!
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Sep 8 |
revised |
moving glDepthMask into a shader added 748 characters in body |
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Sep 8 |
answered | moving glDepthMask into a shader |
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Sep 7 |
awarded | Autobiographer |
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Sep 6 |
answered | gluLookAt vs glTranslate + glRotate and camera transformation matrices |
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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. |
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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). |
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Sep 3 |
comment |
vertex array with smoothness Not if you don't use lighting |
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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. |
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Sep 1 |
comment |
Which are the most futureproof languages for graphics (shader) programming? I don't know if the "completely" is really justified. |
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Aug 31 |
answered | Framebufferobject crashes when I do pop without resetting the framebuffer to the original |
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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). |
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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? |
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Aug 30 |
answered | computing gl_FragDepth |
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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). |
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Aug 26 |
comment |
GLSL - Rewriting shaders from #330 to #130 @kmm No, if intended with good reason. But ignoring or just not knowing the workings of this feedback-oriented Q&A-site is a problem for me. Neither was this comment a command to accept, but to be aware of the feature with its implications (that the answer has to be helpful or the most helpful from a bunch of possibly multiple helpful answers). |
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Aug 26 |
comment |
GLSL - Rewriting shaders from #330 to #130 @nilstatic So what have you changed and what still doesn't work. Maybe you can edit your question to include the new 1.40 shaders. If you already got 1.40, maybe you just have to change the use of your custom position varying`to gl_Position. |
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Aug 26 |
comment |
GLSL - Rewriting shaders from #330 to #130 @Jonathan And by the way, I have already written those reminders in first questions not answered by me. But you're right in that it is a bit self-interrested here. |
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Aug 26 |
comment |
GLSL - Rewriting shaders from #330 to #130 @Jonathan Wasn't meant that way. It's not rude to not accept if the answer was not of help. Actually the OP has maybe accepted my answer too fast (sorry for that). But I often (even in my still short SO-life) I see one-time visitors ask a question and then completely forget about it (maybe they solved it 3 minutes later themselves or they mistook the site as a forum). But the reputation system is the driving force of this feedback oriented Q&A site. It wasn't meant to immediately accept my answer without thought, but as written, to be aware of the accept feature (as many newbies aren't). |
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Aug 26 |
revised |
GLSL - Rewriting shaders from #330 to #130 added 163 characters in body |
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Aug 26 |
comment |
GLSL - Rewriting shaders from #330 to #130 Don't forget to inform yourself about the accept and up-vote features. |