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Member Since 25 Apr 2004
Offline Last Active Dec 13 2015 06:29 AM

#5029322 multiple windows/instances and gl::GL_MAX_DRAW_BUFFERS

Posted by on 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?

#5022109 3D surface reconstruction

Posted by on 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.

#5009748 Going crazy - 3D at GL 3.2 doesnt work

Posted by on 12 December 2012 - 02:18 AM

In your vertex shader, you are passing your matrices as vertex attribute ("in" keyword). Replace this keyword with "uniform" to pass them as uniform values.

PS : #version 150 is correct for OpenGL 3.2. The new version notation (using opengl version) started since opengl 3.3