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Arkhyl

Member Since 25 Apr 2004
Offline Last Active Today, 04:19 AM

Posts I've Made

In Topic: Order your draw calls..

14 July 2013 - 12:49 PM

Overlapping objects will be an issue when you are dealing with transparent objets, and in this case the only solution, beside OIT techniques, is not to sort objects but triangles by depth to avoid potential artifacts, which might be impracticable in real-time (Unigine seems to do it, but I don't know how).

So, in the general case, centroid distance is generally enough for draw call sorting.


In Topic: Question about immediate mode

05 July 2013 - 03:44 AM

You have to put thee three SDL_GL_SetAttributes before the context creation for them to be taken into account. Actually you create a GL context with default parameters, which is surely a forward compatible context.


In Topic: GLSL initialize uniform variable with default value

06 February 2013 - 02:05 AM

As said in OpenGL wiki, it is possible to initialize uniform variables as you do, but it might not be correctly implemented in some drivers : http://www.opengl.org/wiki/Uniform_(GLSL)#GLSL_definition_and_behavior.


In Topic: multiple windows/instances and gl::GL_MAX_DRAW_BUFFERS

06 February 2013 - 01:59 AM

GL_MAX_DRAW_BUFFERS indicate the maximum number of buffers in which you can simultaneously draw, not the number you can create. So your problem is not here.

 

Do you call wglMakeCurrent in each thread in order to use the correct context?


In Topic: 3D surface reconstruction

16 January 2013 - 03:47 AM

Look for Bundler (http://phototour.cs.washington.edu/bundler/) for the Structure from Motion part (retrieving of cameras position, orientation, ...) and after that PMVS to generate a point cloud of the surface (Bundler gives a script to generate PMVS input from its own output). Then you can try http://www.cs.jhu.edu/~misha/Code/PoissonRecon/Version4.51/ or maybe Meshlab to obtain a triangulation of the point cloud.

 

There is also 123D Catch (http://www.123dapp.com/catch) that generate a triangular model and a texture atlas from images, but I never been able to obtain as good results as with Bundler + PMVS.


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