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Member Since 01 Sep 2010
Offline Last Active Dec 16 2014 05:01 AM

Posts I've Made

In Topic: Deferred rendering moving light

30 November 2014 - 02:44 PM


have a look on the deferred rendering tutorials :)

In Topic: Debugging Graphics

16 March 2014 - 02:23 PM

when i started development with cuda i discovered nvidia nsight, i've never used it for opengl debugging but it looks very promising :)


In Topic: Space Partitioning on Sphere

13 June 2013 - 07:31 AM

maybe icospheres is what you are looking for



In Topic: Running your OpenGL program on an Nvidia-Optimus enabled laptop

20 September 2012 - 06:09 AM

i have a dell XPS502L laptop with an I7 and a nvidia 540m ... i had the same problem with visual studio and opentk ... mysolution: running visual studio by rightclicking the link to open the context menu and choose "Mit Grafikprozessor ausführen" (sry german, "run by graphicsprocessor"?)

In Topic: View matrix forming

11 September 2012 - 06:47 PM

it's not that simple ^^ i don't understand it in detail too, but anyway i try to help Posted Image

the view matrix consits of two matrizes, a rotation matrix and a translation matrix ... multiplied they give the view matrix
the translation can be easily calculated, we only have problems with the rotation part

sometime ago i tried to calculate a rotation matrix from an orientationvector which is the exact same thing as a view matrix
and i think this was pretty hard to proof

i just looked it up in my mathbook, but it doesnt make any sence to me now ^^

... search for orthogonal matrizes, and vectors

edit: i think i got it

first we build a 3x3 rotation matrix from the u,v,w vectors, then we invert it, because we don't want to transform the camera it self, we want to transform the whole world relative to the camera.

Rotation Matrix:
(1 0 0) u
(0 1 0) v
(0 0 1) w

because this is a orthogonal matrix we can invert it by transposing it. now expand the rotation matrix to 4x4 matrix and multiply it with the inverse translation ... voila :)