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uwi2k2

Member Since 13 Aug 2011
Offline Last Active Today, 12:38 AM

Posts I've Made

In Topic: Shader to draw a border around polygon

05 January 2015 - 02:33 AM

hi..

you may use normals , or other aatributes..
e.g.
the normals are pointing 90 degree away from the actual surface normal..
so if the normal gets interpolated over the surface  you only draw the border color where the dot product between surface normal and 'additional' normal is 0.
by that you can make a smooth border.

 

cu

uwi2k2


In Topic: How to plot dots or pixels at (x,y) using a Framebuffer Object?

30 December 2014 - 09:26 AM

hi,

 

you may get close to what you need with:
https://www.opengl.org/sdk/docs/man2/xhtml/glDrawPixels.xml

But i guess to have a simple shader and just draw one pixel to the FBO should be a better futuresave apporche ..

 

cu

uwi2k2


In Topic: Help Rendering Multiple Geometry with WebGL

25 December 2014 - 01:32 PM

hi,

 

still its not enough info. but 2 ideas:

 

1. it is a js problem as you always may have the same reference to one object ... chck by outputting to console if in the 2 mesh array you really see diffrent vertex data.

 

2. in your render loop you are not setting the attrib pointer to the vbo correctly .. or not resetting at all ... it must be like
    - bind vbo 1
    - set attrib pointers
    - draw nr 1

    ----------------
    - bind vbo 2
    - set attrib pointers
    - draw nr 2

you may add more / real code for better help

 

cu

uwi2k2


In Topic: Octree and BSP in Action ... but how

21 April 2013 - 04:54 AM

hi,

thanx a lot.
that gave me the right hint to go in.

kai

In Topic: Positional Light and need to have fall off infinite?

05 August 2012 - 01:41 AM

hi,

i´m not shure if i get you right, but turning off the depth testing should help you here.
Or if you are calculating the vertex/light distance in the shader yourself, this one need to be tuned of.

cu
uwi

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