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Member Since 18 Nov 2005
Offline Last Active Today, 02:28 PM

Posts I've Made

In Topic: floating point texture, heightmap

16 September 2014 - 08:37 PM

So I guess graphics cards (still) only support blending on 16bit floating point textures, GL_R32F changed to GL_R16F. Works fine.

In Topic: floating point texture, heightmap

16 September 2014 - 08:23 PM

Whats interesting is that if I glColo4f(1,1,1,.1f); my brush, then it draw the initial brush very softly (very small height change on my terrain) and then the second time I blend it, it blows up again pure red with black holes in it. Does openGL have a problem with blending floating point textures?

In Topic: C++ to Java/C#

11 September 2014 - 08:44 AM

Right, right now I don't even list it. I was just wondering as I learn it, and being that I already knew how to code, when I would be good at it. I wasn't sure how much was out there to know.

In Topic: Rendering large meshes in OpenGl

10 September 2014 - 08:15 PM

Also depends on how big the object is on screen. If you render a million triangles that are drawing to 1/50th of the screen, tons of pixels will be drawn too and will incur very bad performance.

In Topic: screen view to 3d space

10 September 2014 - 03:57 PM

Yes. postive z (0,0,1) is pointing from your montiro towards your head.  (0,0,-1) is from head to monitor. So you start looking down -1.