New answers tagged opengl
0
votes
Rendering multiple camera transforms of the same geometry at once
You might look into "mulitview" it is fairly straight forward to setup and use. It does have limits on the number of views that can be rendered at the same time. Most examples are geared ...
2
votes
Accepted
Why must texture samplers be uniform variables in GLSL?
Why can't I just select the texture unit directly into the shader source
You can:
...
0
votes
Accepted
0
votes
Accepted
Why is there a straight line between my bezier paths?
After rewriting the application to only render in the display function I have found what the bug was. The line was continuously rewriting on top of the vector in each frame as opposed to each mouse ...
0
votes
How to rotate and move group of objects in OpenGL?
Think about matrix multiplications as transforming data from one coordinate system to another. So initially, your cubes' local coordinate system is identical to the "global" coordinate ...
1
vote
Accepted
Understanding orthographic projection matrix clip coordinates
You are running on a few false assumptions here. Whoeever told you that "x, y, z are all in range [-1...1]" for clip coordinates was wrong, or explained it badly, or was misunderstood.
First ...
1
vote
Accepted
Understanding gluUnProject
With your question you have basically identified a core problem in your assumption of "how the OpenGL's gluUnProject works", namely that this function isn't actually part of the OpenGL. The ...
2
votes
How to give C++ GLUT project an Editor/UI?
GLUT owns the window it creates. It can't share it with WPF, nor can it use a window created by WPF.
If you want to have an OpenGL application render to a window owned by WPF, that may be possible, ...
Top 50 recent answers are included
Related Tags
opengl × 660glsl × 119
shader × 87
c++ × 80
texture × 79
rendering × 55
transformations × 26
compute-shader × 26
lighting × 24
3d × 23
gpu × 23
vertex-buffer-object × 23
vulkan × 22
opengl-es × 16
buffers × 13
frame-buffer × 13
raytracing × 12
mathematics × 12
projections × 12
matrix × 12
performance × 12
fragment-shader × 12
shadow × 12
image-processing × 11
shading × 11