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<0> qman: just * faik <0> afaik <0> yes, * <1> err there is no mul in the glsl spec <0> is in mine <1> wait <0> 5.10 <1> remember gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; <1> how about vec * matrix; <0> works too <1> version 1.2 <1> where can I dl your version? <0> from opengl.org <0> thats where i got it anyway :) <1> same place
<1> but mine is older apparentlyu <0> http://www.opengl.org/documentation/specs/ <0> http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf <0> specifically <1> yeah <1> that's what I dl'ed <0> section 5.10 (starts on page 38, or 44 in acrobat reader) <1> there's no mul in there <0> im looking at it :) <0> 5.10 Vector and Matrix Operations <1> yeah I saw it too <1> so vec/vec^T * mul works right? <1> s/mul/matrix <1> basically v * m <0> yeah, as described in that section <1> yippy! <0> v * m <> m * v though, as i can see <0> u = v * m; <0> is equivalent to <0> u.x = dot(v, m[0]); // m[0] is the left column of m <0> u.y = dot(v, m[1]); // dot(a,b) is the inner (dot) product of a and b <0> u.z = dot(v, m[2]); <1> err .. m * v should be quite different <0> u = m * v; <0> is equivalent to <0> u.x = m[0].x * v.x + m[1].x * v.y + m[2].x * v.z; <0> u.y = m[0].y * v.x + m[1].y * v.y + m[2].y * v.z; <0> u.z = m[0].z * v.x + m[1].z * v.y + m[2].z * v.z; <0> yes, and it would appear it is ;) <1> all righty <1> problem resolved <0> specs are nice ;) <1> guess what... I'm converting HLSL code <0> groovy <1> wow I feel like kicking MS in the gonads <0> hlsl wouldnt be using "the other kind of major" matrices, as direct3d does? <1> HLSL has 3x3 and 4x4 matricies <1> I don't know what you mean by 'other kind' <0> row major vs column major <0> i just know opengl uses "the other kind" vs direct3d (cant be bothered to think which one uses what right now :) <1> oh you mean non-cube matricies <0> right, opengl uses column major <0> no, column vs row major <0> ie if you got a d3d matrix, you had to transpose it for it to work in opengl <1> ohh I see what you mean <1> well the matter of having to transpose is a matter of working in which coordinate system <1> left or right hand <1> however, contrary to what people think, D3D does support both LH and RH system <1> just depends on whether you use the functions D3DXMatrixPerspectiveRH or LH and D3DXMatrixLookatLH or RH <1> like gluLookat and gluPerspective <1> LordCrc, did I answer your Q? <1> or there is still doubt <0> ah, never used d3d much <0> "Matrix packing can be changed with the "#pragma pack_matrix" directive, or with the "row_major" or the "col_major" keywords." <1> I have to say <1> accessing matricies is the same <1> m[1][2] means row 1 column 2 <1> well row 2 column 3 in reality :d <1> :D*
<0> im used to zero based counting ;) <0> yeah thats row major <1> heh <0> opengl is column major <1> so m[1][2] means colum 1 row 2? <0> yes <1> CRAP! <1> that's backwards <1> =/ <0> well, depends on who you ask i guess :P <1> well come on, if you're indexing an array to an array you don't go backwards do you ? :D <1> you would get confused <1> array to arrays* <0> "LoadMatrix takes a pointer to a 4 4 matrix stored in column-major order as 16 consecutive floating-point values [...] (This differs from the standard row-major C ordering for matrix elements)" <0> same with glsl, column major <1> is there some function that I can use to tell GLSL to go row major <1> because this is really awkward <1> so this line sets the column vector ? LightToWorld[0] = Tan; <1> LordCrc, btw thanks for the tip... probably saved me alot of debugging time <0> should yes <0> and no i dont know if you can switch it around <0> havent seen any info suggesting you can <1> the FAQ says you can use any notation <1> http://www.opengl.org/resources/faq/technical/transformations.htm <0> good point <1> well I could just write my own function =P <1> or ***ign element by element <1> crap and I thought I was accessing rows all along X_X <1> no wonder I had trouble getting bump mapping to work <1> what kind of a maniac sees m[0] as 1st column? (no disrespect to Lord :D) <0> qman: i read an explanation for where the "column majorness" came from, but i cant recall it now <0> certainly no programmer :P <1> what is meant by abstract parameters in GLSL? <2> texture question, if I'm going to build a texture from scratch to use in a openGL application, what are my size restraints? (in pixels) <3> You can query the max supported size. <3> However if you are insane, 4096x4096 textures have been supported since Geforce 2 GTS. <3> Use glGet* to query the max width and height. <2> ok, so it can vary depending on the video card then, right? <2> and does the image have to be square ? like 256x256 or could it be 256x64 or something? <4> has to be power of 2 unless non power of 2 textures is supported <4> but it does not have to be square <2> ok, thanks. <3> jenova: Rectangular textures is another extension <5> why would you want to multiply matrices? I mean what's the result in layman's terms? <6> JohnnyL, when solving equations and such <6> A * A^-1 <5> incubus, when solving equations? can't that be said true of *any* equation? <7> hi folks. i'm trying to add a texture to a glutSolidCube but it doesn't work. however, it works just fine with glutSolidTeapot. any ideas? <4> dont use glut is a good one <7> yeah... I know... i'll try to write my own cube-method and see if it works then. if not, i'll be back:-P <7> i fixed it. hey jenova, can i ask you a question? <7> just answer if you got the time.. :) how often should you update the screen when programming games? i suppose Sleep() is not a good method if you want to make calculations in the mean time.. <4> sleep is definitely not something you have time for in games <4> i would update the screen in fps <1> What is the function in GLSL to kill a fragment in the fragment shader? <4> kill? <4> or you mean fail a test? <1> I meant 'discard' ... thanks anyway <8> hi all - I'm having trouble colouring points, they always seem to take a colour from the last texture used <8> can't work out what I'm doing wrong <8> can anybody give me any advice? <8> it's either that, or they are white - I can't work out how to use colour on points <8> actually, that's wrong, I can do it, but I can't do it in this case, so I would imagine I've done something else which makes is so I can't <3> Code on pastebin please :-) <8> righto... <8> I'm working with python, though it doesn't look too different from C++ <3> I'm novice with python, but not totally unfamiliar. <8> http://pastebin.co.uk/8544 <8> though there is more code that goes on before and after that <8> :/
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