I have an OpenGL application but without possibility to wite own shaders.
I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
Does sync be needed to read texture content after access texture image in compute shader?
My simple code is as below,
glBindImageTexture(0, texture, 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
glBindImageTexture(1, texture, 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
glDispatchCompute(1, 1, 1);
// Does sync be needed here?
GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, 0);
glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
Compute shader is very simple, imageLoad content from texture, and imageStore content to texture. Does need to sync after dispatchCompute?
My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
// This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
I have this code below in both my vertex and fragment shader, however when I request glGetUniformLocation("Lights.diffuse") or "Lights.attenuation", it returns -1. It will only give me a valid uniform location if I actually use the diffuse/attenuation variables in the VERTEX shader. Because I use position in the vertex shader, it always returns a valid uniform location. I've read that I can share uniforms across both vertex and fragment, but I'm confused what this is even compiling to if this is the case.
#define NUM_LIGHTS 2
uniform Light Lights[NUM_LIGHTS];
I have a Bachelor project on topic "Implenet 3D Boid's algorithm in OpenGL". All OpenGL issues works fine for me, all rendering etc. But when I started implement the boid's algorithm it was getting worse and worse. I read article (http://natureofcode.com/book/chapter-6-autonomous-agents/) inspirate from another code (here: https://github.com/jyanar/Boids/tree/master/src) but it still doesn't work like in tutorials and videos. For example the main problem: when I apply Cohesion (one of three main laws of boids) it makes some "cycling knot". Second, when some flock touch to another it scary change the coordination or respawn in origin (x: 0, y:0. z:0). Just some streng things.
I followed many tutorials, change a try everything but it isn't so smooth, without lags like in another videos. I really need your help.
My code (optimalizing branch): https://github.com/pr033r/BachelorProject/tree/Optimalizing
Exe file (if you want to look) and models folder (for those who will download the sources):
Thanks for any help...