I'm trying to figure out how to debug pixel and vertex shaders in DirectX, I've tried using Pix for Windows but find it to be quite buggy and effectively non-operational. Is there an alternative that would allow me to debug these shaders inside my own application?
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I'm currently using a VBO for the texture coordinates, normals and the vertices of a (3DS) model I'm drawing with "glDrawArrays(GL_TRIANGLES, ...);". For debugging I want to (temporarily) show the normals when drawing my model. Do I have to use immediate mode to draw each line from vert to vert+normal -OR- stuff another VBO with vert and...
I am attempting to make an image stretch effect on the iphone. I make a vertex array and shift the texture data for each indice within an arbitrary radius of a background image. Then make the following calls to display:
int n = gridSize_.x * gridSize_.y;
glEnableClientState( GL_VERTEX_ARRAY);
glEnableClientState( GL_TEXTURE_COORD_ARRAY...
I'm fairly new to OpenGL, and I seem to be experiencing some difficulties. I've written a simple shader in GLSL, that is supposed to transform vertices by given joint matrices, allowing simple skeletal animation. Each vertex has a maximum of two bone influences (stored as the x and y components of a Vec2), indices and corresponding weigh...
Ok... I'm doing simple OpenGL ES programming and when I say simple, the most complicated things I do aren't much more than glorified beveled cubes and L-shapes. (Think very Tetris but in 3D.) However, getting all that vertex data into an app is either a) hand-coded (UGH!) or b) 3rd-party game engine (double-UGH!!!) or you use some 3rd-p...
Ok... imagine I have a relatively simple solid that has six distinct normals but actually has close to 48 faces (8 faces per direction) and there are a LOT of shared vertices between faces. What's the most efficient way to render that in OpenGL?
I know I can place the vertices in an array, then use an index array to render them, but I ...
I tried to implement Open GLs Vertex Buffer Objects the first time, and all i get is a black screen.
I tried it with glOrtho instead of glPerspective, but it didnt work as well.
thanks for helping
Heres my code:
public class VBufferTest {
public static final int WIN_WIDTH = 640;
public static final int WIN_HEIGHT = 480;
public in...
Hi
Using Opengl ES for Anroid we’re facing a problem when drawing a square with a texture. They look fine from a distance, but when getting close to the model the texture screws up. We believe this is caused by the fact that the model only consists of four vertices:
float[] coords = {
-1, 1, 0.0f,
1, 1, 0.0f,
-1, -1, 0.0f,
1, -1, ...
As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering.
Eventually, I've dearly searched around and have found following advices from stackoverflow.
Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array
How do you represent a normal or textu...
I'm trying to find out what a binormal is in the context of graphics programming but coming up short, I saw on a site that the binormal was being calculated as the corss between the normal and tangent (i.e. cross(normal, tangent)), is this the correct way to calculate a binormal?
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A figure has a vertex (x, -y). What are the coordinates of the transformed vertes after a reflection over the x-axis?
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I'm trying to get a clear idea of when I should be using indexed arrays of OpenGL vertices, drawn with gl[Multi]DrawElements and the like, versus when I should simply use contiguous arrays of vertices, drawn with gl[Multi]DrawArrays.
(Update: The consensus in the replies I got is that one should always be using indexed vertices.)
I hav...
I am studying for an exam and one of the sample questions is as follows:
Vertex cover: a vertex cover in a graph is a set of vertices such that each edge has at least one of its two end points in this set.
Minimum vertex cover: a MINIMUM vertex cover in a graph is a vertex cover that has the smallest number of vertices among all possib...
How to wire up the values for glDrawElements?
I need a simple textured square example (2 face, normals, textCoords, nothin' more).
I tried to do it (the arrays at glDrawArrays implementation works fine, but something went wrong when I create the indices and all), but the screen was empty.
Please shed me a light, I've googled the whole ...
Hi
How can i get position of the vertex in box2d
...
Hello,
I'm currently trying to make a simple square by combining two triangles, like in the tutorials by Riemer (Link to tutorial), but since a lot has changed from 3.x to 4.0, I find it difficult.
I would also like to know how to texture this "square", so if anyone could help me by giving some example or whatsoever, I would appreciate ...
Hy Everybody!
Well, I'm working with the Igraph package, and i'd like to pick the edges by the name that I've assigned to their vertex, in a tiny example..
library(igraph)
g <- barabasi.game(8)
labels<-c("G1","G2","G3","T1","T2","T3","H1","H2")
V(g)$name<-labels
Now My edge list hast this form
> E(g)
Edge sequence:
[0] G2 ->...
I have this basic 3d application and trying to write my own toon shader, but even if I remove the tooning part it still still just stays plain darkblue when I give a red color to it.
shader code :
struct VertexShaderInput
{
float4 Position : POSITION0;
float3 Normal : NORMAL0;
float4 Color : COLOR0;
};
struct VertexShader...