Skip to main content
Search type Search syntax
Tags [tag]
Exact "words here"
Author user:1234
user:me (yours)
Score score:3 (3+)
score:0 (none)
Answers answers:3 (3+)
answers:0 (none)
isaccepted:yes
hasaccepted:no
inquestion:1234
Views views:250
Code code:"if (foo != bar)"
Sections title:apples
body:"apples oranges"
URL url:"*.example.com"
Saves in:saves
Status closed:yes
duplicate:no
migrated:no
wiki:no
Types is:question
is:answer
Exclude -[tag]
-apples
For more details on advanced search visit our help page
Results tagged with
Search options not deleted user 50140

OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for applications like CAD software and computer games. It is also cross-platform. The OpenGL standard is controlled by the Khronos group, which also controls OpenGL ES.

0 votes
2 answers
1k views

convert deprecated opengl function to modern opengl (3.3) [closed]

Can you show me the correct form to convert it to modern opengl? … IMPORTANT DISCOVERING: recently, i have discovered that the problem occurs when the Opengl Context is 3.2+ . if I switch to the 3.1 Version of the opengl context , it works perfectly with my modified …
Fabian Orue's user avatar
0 votes

convert deprecated opengl function to modern opengl (3.3)

The problem was the initialization of vbo without a vao (as say SurvivalMachine), i fixed it and now the model is rendering correctly.
Fabian Orue's user avatar
2 votes
1 answer
349 views

Directional Light shadow mapping error - opengl

i need some help with shadow mapping (directional light) in opengl 3.3 and GLSL. …
Fabian Orue's user avatar
0 votes
Accepted

Directional Light shadow mapping error - opengl

I found the solution: in the fragment shader in the shadow function it should be: if(fSub<vShadowSmooth.z){ visibility -= 0.1*(1.0-fSub); }
Fabian Orue's user avatar
0 votes
0 answers
199 views

Frustum culling - error evaluating a point in the plane of the frustum

I am trying to implement the following code: http://www.lighthouse3d.com/tutorials/view-frustum-culling/geometric-approach-implementation/ I need to use frustum culling in my graphics engine. my fu …
Fabian Orue's user avatar
4 votes
3 answers
933 views

Can't find the solution to the "shadow acne" problem

This is how it looks now: This is the code that generate the shadow matrix an shaders source: void shadow::calculateShadowMatrixFromLightPointOfView(vector3f lightPosition, vector3f lightDirecti …
Fabian Orue's user avatar
0 votes
1 answer
327 views

Strange shadow behavior when light direction is parallel to a plane

i have a strange problem with shadow acne. It occurs when the light direction is parallel to a plane. Here is my code and a few images of the problem: //this calculates the shadow matrix //#### …
Fabian Orue's user avatar