831 reputation
59
bio website
location Chemnitz, Germany
age 27
visits member for 3 years, 6 months
seen Dec 3 at 15:32

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
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
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
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
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).
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).
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 varyingto gl_Position`.
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.
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).
Aug
26
comment GLSL - Rewriting shaders from #330 to #130
Don't forget to inform yourself about the accept and up-vote features.
Aug
25
comment Why is programmable pipeline( GLSL ) faster than fixed pipeline?
@iamcreasy I don't have a reliable source (therefore the probably), I have to admit. But I strongly doubt, that nowaday's graphics cards (which are just a bunch of many small processors), still have dedicated hardware for computing lighting or fog computations. Instead it is more likely they just load pre-compiled programs for this into the specific shader stages (whether these come from the driver or some ROM storage, I don't know).
Aug
24
comment What is a reasonable OpenGL version baseline for a mid-range 3D game?
@Nicol Could provide some short information about why subroutines are a bad idea? bad design, low performance, buggy implementations? Would be interresting, as I haven't heard about that before (and not worked with them either).
Aug
24
comment What is the purpose of the canonical view volume?
I don't see any part where he asks what the projection matrix does. He just seems to wonder what the normalized device coordinates are for.
Aug
24
comment 3D Ray Casting / Picking
@Notabene It's actually the inverse of proj*model, like you did in your example (if I assume g_LightViewMatrix means g_CameraProjectionMatrix)
Aug
23
comment What is a reasonable OpenGL version baseline for a mid-range 3D game?
@Sebastien And for a Minecraft-like game, developing you own small specialized graphics engine might really pay, performance-wise, as long as you make good use of the above mentioned features and don't just draw glBegin/glEnd cubes.