17 years, 2 months ago
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If you use glVertex2f(x,y), then the z coordinate defaults to 0, and the w coordinate to 1. OpenGL then does (automatically) P*M*v.If you use glOrtho(0,640,0,480,-1,1) , then th…
17 years, 2 months ago
I want to render outdoor scenes using a method similar to Bruneton and Neyret "Precomputed Atmospheric Scattering". My idea is to render the scene in two passes: the first const…
17 years, 2 months ago
In the OpenGL fixed function pipeline, vertices are transformed from world coordinates (v) to "clip coordinates" (v') by v' = P*M*v, where M is the modelview matrix and P is the…
17 years, 2 months ago
17 years, 2 months ago
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See all in DiscussionsIf you use glVertex2f(x,y), then the z coordinate defaults to 0, and the w coordinate to 1. OpenGL then does …
17 years, 2 months ago
In the OpenGL fixed function pipeline, vertices are transformed from world coordinates (v) to "clip coordinates" (v') by v' = …
17 years, 2 months ago
Try these:(1) Are your projection/modelview matrices identity? I don't see any calls so I assume so.(2) You have an odd …
17 years, 2 months ago