17 years, 11 months ago
Highlights
FBO can be tricky but there's a simple way to check correctness of your code: verify that glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) returns GL_FRAMEBUFFER_COMPLETE_EXT (=0…
17 years, 11 months ago
18 years ago
Hi, I have a scene composed of opaque and translucent objects. I need to recognize what parts of translucent objects are visible from camera's pov, discarding the rest. I tried…
17 years, 11 months ago
Hi to everybody, I'm new.. but I lurked a lot. :D This forum is a HUGE resource for graphic programmers! I hope you won't hate me for my question... I'm sure it's boring and alr…
18 years ago
it's quite simple, conceptually.there are N texture units on your videocard (can use OpenGL primitives to enumearate them).you can assign textures to them by usingglActiveT…
18 years ago
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See all in DiscussionsHi, I have a scene composed of opaque and translucent objects. I need to recognize what parts of translucent objects …
17 years, 11 months ago
FBO can be tricky but there's a simple way to check correctness of your code: verify that glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) returns GL_FRAMEBUFFER_COMPLETE_EXT …
17 years, 11 months ago
it's quite simple, conceptually.there are N texture units on your videocard (can use OpenGL primitives to enumearate them).you can assign …
18 years ago