So i have created this scene but i am unsure how to implement a different texture to another object i have created. the scene rendered. Currently in rending the scene I get both objects and i dont have the second object (table) showing a texture. It would be easy to implement the same texture but ..
I’ve been stuck for a while on the same problem and would really appreciate some help. I’m trying to load in a texture for the background of my game where I just have a moving car in front of a image as the background but the texture isn’t rendering at all for the background and ..
Texture rendering is good without any texture error when the world size is small, but when it increased to some extend then it shows texture error. tried several texture mapping techniques but none helped(or may be I am doing it wrong) The issue is similar with shadow acne but it not shadow acne(That i am ..
I created a mesh using elevation data from a specific part of the world (basically a NxN grid), and I would like to texture it using the satellite images from google earth engine. As expected, the obtained texture doesnt match the mesh data. What is the process of making those kind of images fitting a ..
I am implementing a dynamic illumination system in OpenGL and using Uniform Buffer Objects (UBOs). This worked great… until I wanted to enable shadow mapping, because I cannot define samplers in the structs describing my light sources and then upload them using UBOs. Apparently samplers don’t work with structs inside UBOs. Is there any way ..
ive followed opengl tutorial at leranOpengl.com and i have problem with drawing nanosuit model my appliction use opengl and lefthanded the result image : wrong nanosuit model and while it should be like this correct one my assimp importer flags is const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_CalcTangentSpace | aiProcess_GenNormals | aiProcess_MakeLeftHanded ..
i’d like to know how to apply color and shading to an object in c++ (using maya-api map a 2D texture), Here is my code: MString MNEUT_FILE("G:/repos_cpp/data/eye_base.obj"); MGlobal::executeCommand(MString("file -import -namespace "EYETemp" -mergeNamespacesOnClash true") + """ + MNEUT_FILE + """); MGlobal::executeCommand(MString("select "EYETemp:*"")); MGlobal::executeCommand(MString("rename ") + "eyeNeutral"); stat = MGlobal::executeCommand(MString("shadingNode -asShader lambert -name eyeball")); stat = MGlobal::executeCommand(MString("sets ..
I am currently learning how to map 2d textures to 3d objects using GLSL. I have a main.cpp, fragment shader, and vertex shader to achieve this as well as some PNG images. My fragment shader code is listed below for reference: #version 410 // Inputs from application. // Generally, "in" like the eye and normal ..
I have a main.cpp, a fragment shader, and a vertex shader. The fragment shader takes 2 images as input as well as a Maya object. My fragment shader.glsl code is below for reference: #version 410 // Inputs from application. // Generally, "in" like the eye and normal vectors for things that change frequently, // and ..