cube maps - rendering from Maya

graphics

    Next

  • 1. mpeg encoding via GPU ?
    Hi there ! Is it possible to make realtime mpeg-4 encoding on a nvidia Geforce graphic card, We wan to stream gpu framebuffer content in mpeg-4 over a ethernet lan. Is it possible to get such a gpu with a onboard nic for a better performance ? with compliments martin
  • 2. MULTIPLE WINDOWS/GLUT
    I am new to OPENgl and to GLUT but i have a program that displays a three dimensial object in one window and i am curious if it is possible to display the same object into multiple windows. I know that i can do it with simple shapes but this is a 2d-texture rendered image. ANy suggestions?
  • 3. about glutess* function
    Hi i need to display solid objects that object have faces and holes i would like to use glutess* function to build planar faces with their holes. That functions can be used or they have some performance issue that may be of some concern on complex models? if i need to describe "curved face" like cylindrical or conic one can glutess* function be of any help? or i have to point to other built-in feature like surfaces?
  • 4. PBuffer, cubemap texture and ARB_draw_buffers
    Hi all, If I want to create 3 floating point cube environment map containing color, depth and normal of the scene, without the ARB_draw_buffers extension I must render at least 12 passes, right? The procedure may look like this: 1. Create a duble buffered, depth buffered floating point pbuffer. 2. Activate the pbuffer, use glDrawBuffer(GL_FRONT_LEFT) to render to front buffer 3. call wglSetPbufferAttribARB to assign which cubemap face to be rendered to. 4. render the scene 5. Repeat (3) and (4) 6 times. 6. call glDrawBuffer(GL_BACK_LEFT) to render to back buffer 7. repeat (3)(4)(5) but render the scene with geometry normal. This way the front buffer contains the color, back buffer contains the normal while the depth buffer contains depth information, right? My question is that how can I combine (6)(7) into (3)(4)(5) with ARB_draw_buffers so I can save the additional 6 passes? I tried to use glDrawBuffersARB(2, {GL_FRONT_LEFT, GL_BACK_LEFT}) and bind a fragment shader that writes color into gl_FragData[0] and normal into gl_FragData[1], but the result is two cubemap with nothing but black. Thank you for reading this message.

cube maps - rendering from Maya

Postby Mirko Puhic » Fri, 01 Sep 2006 02:33:32 GMT

I'm trying to render 6 cubemap textures from within Maya. I have 6 90 
deg fov cameras each looking down one of the major axes. All fine but 
when I use them in opengl program there's a visible seam (in reflection) 
between some of the maps. Probably because camera up vectors are not set 
correctly in Maya. How to orient the cameras (up vectors) properly?

Similar Threads:

1.Cube Mapping problem!

Heya group.
I've loaded a static cube map ("lobbycube.dds") to be used with a simple 
sphere. The vertex has only position and normal as the reflection vector is 
automatically generated.

Problem: The sphere is located at (0, 0, 0) and when I move the camera 
around the sphere, it shows always the same face of the cubemap. In other 
words, the appearance of the sphere is not affected by the camera's 
position, it changes only when I change the looking direction.

So, what am I missing? I've looked through the SDK material, but didn't find 
the solution. Do I need to deal with the texture transform flags, if yes, 
what matrix should I pass as the transformation?

Thanks for any insightful help ! :) 


2.CUBE SHADOW MAPPING questions

Let's assume, that I have cube shadow map for point light, is it possible to
render the scene with this kind of shadows in a single pass? If yes, how the
texture transormation matrix should look like (what are differences beetween
matrix for it and for standard perspective shadow maps) ?
thx.
----------------------------
Kryst(ian)
gg 2217642


3.Generating a cube map

I am trying to write a script (I use 3dsmax) to generate a cube map of a room.
(like in the PRTdemo sample).

I believe what I do is write a script to 'stand' in the middle of the room and
    shoot six pictures (up down left right forward & back.)

Is there some sample code that will create a cube map texture given the
   six pictures (or any 3dsMax users out there)?
DxTex will do this, I believe, but it is all manually driven and would take 
lots
    of time for many rooms plus redoing evertime there is even the smallest 
change

I'm on .DOT (2003) with the OCT SDK.

Thanks

-- 
Jackie

4.Cube Maps

Is there any simple way to check if a dds file contains cube map or 2d tex?
Will the createcubetexturefromfile fail if dds is 2d?

thx.


5.Precomputed Radiance Transfer Cube Map Projection

Hi, I'm studying the Precomputed Radiance Transfer method that is in the 
directx sdk.
My question is about D3DXSHProjectCubeMap

How does it work. Does it perform a monte carlo integration of the texture?

6. cube map + lighting

7. GLSL cube mapping

8. Cube Mapping Question



Return to graphics

 

Who is online

Users browsing this forum: No registered users and 41 guest