Search found 43 matches
- Mon Apr 26, 2010 9:21 am
- Forum: Spring 2010
- Topic: Assignment: Research Project
- Replies: 3
- Views: 6748
Re: Assignment: Research Project
Cool, I'd say present bump mapping for the research project next week since we have a guest speaker coming in to talk about stereographic rendering the following week. Also, bump mapping would be a fun technique to implement in GLSL. There are some tutorials on-line, in the Orange GLSL book, and in ...
- Fri Apr 23, 2010 11:33 am
- Forum: Spring 2010
- Topic: Assignment: Research Project
- Replies: 3
- Views: 6748
Assignment: Research Project
Hi 594CM, The description for the Research Project has been posted (there's a link on the course page). Also, I've included links to GLSL tutorials and simple Processing code (in BasicShader.zip) which loads, compiles, links, and binds a test vertex and fragment shader. Please use this forum to brie...
- Mon Apr 19, 2010 8:23 pm
- Forum: Spring 2010
- Topic: Art for Problem Set 1
- Replies: 8
- Views: 10825
Re: Art for Problem Set 1
See NEHE tutorials, or take a look at the DEVIL image loading library. If you're using Processing, look at my code from the other week. -Angus
- Fri Apr 16, 2010 7:38 pm
- Forum: Spring 2010
- Topic: Art for Problem Set 1
- Replies: 8
- Views: 10825
Re: Art for Problem Set 1
nice, who's the artist? -A
- Wed Apr 14, 2010 11:57 pm
- Forum: Spring 2010
- Topic: Problem Set #1
- Replies: 11
- Views: 14328
Re: Problem Set #1
Hi, If I print out all of the projection steps this is what I get: eyeVec: +1.767767 +1.000000 -11.060660 +1.000000 clipVec: +2.296397 +1.732051 +9.263906 +11.060660 deviceVec: +0.207618 +0.156596 +0.837555 windowVec: +241.523681 +173.489341 +0.918777 Also, Ben pointed out that there was a sign erro...
- Wed Apr 14, 2010 11:39 pm
- Forum: Spring 2010
- Topic: Problem Set #1
- Replies: 11
- Views: 14328
Re: Problem Set #1
Hi, it sounds like some of you are having issues with Problem #1. Here is my Projection matrix after setting gluPerspective with a fovy of 60, and aspectRation of 400/300=1.333 and a near of 1 and a far of 100: +1.299038 +0.000000 +0.000000 +0.000000 +0.000000 +1.732051 +0.000000 +0.000000 +0.000000...
- Wed Apr 14, 2010 1:03 am
- Forum: Spring 2010
- Topic: Problem Set #1
- Replies: 11
- Views: 14328
Re: Problem Set #1
Hi Ben, you can find actual openGL source code online if you want to track down exactly what's going on behind the scenes.
glTranlslatef(x, y, z); glVertex3f(0, 0, 0) should be the same as glVertex(x, y , z);
-Angus
glTranlslatef(x, y, z); glVertex3f(0, 0, 0) should be the same as glVertex(x, y , z);
-Angus
- Mon Apr 12, 2010 4:16 pm
- Forum: Spring 2010
- Topic: Problem Set #1
- Replies: 11
- Views: 14328
Re: Problem Set #1
Hi, I thought I'd give you a way to double check the first problem. The X pixel of the projected point (in pixels) should be 241. The X position of the unprojected point (in world coordinates) should be -.762. To double check your results (of the first problem), you can use the following openGL comm...
- Fri Apr 09, 2010 8:36 pm
- Forum: Spring 2010
- Topic: Art for Problem Set 1
- Replies: 8
- Views: 10825
Re: Art for Problem Set 1
Thanks Ben, where are everyone else's? -A
- Fri Apr 09, 2010 8:09 pm
- Forum: Spring 2010
- Topic: Test
- Replies: 5
- Views: 9130
Re: Test
This is another test... AAAA