![]() ![]() I want to step through each point by a certain angle so for this i have a nested for loop itterating through theta 0 - 360 and phi 0-360 and i am attempting to get the Cartesian coordinates of each of these steps and display it as a single point.įor( float theta = 0.0 theta < 360.0 theta += 10. This blog introduces beginners with basic concepts of. Path and spline tools require intensive computations, so much so that you should be mindful of a couple of settings for ensuring the best performance and responsiveness when working with the toolset: The toolset makes extensive use of Substance Engine features that run much faster on the GPU. Texture can also be distorted for a visual effect. Texture mapping is fun and beneficial but it can be challenging for beginners. I know this is by far not the most efficient way to plot a sphere in OpenGL but i want to do it as an excersive to understand spherical coordinates better. Texture mapping is a process of stretching a texture onto a 3D object the applied texture will follow the 3D object as it transforms. Length(coords - vec2(u_dimensions.I am trying to plot points around a center point using spherical coordinates. Length(coords - vec2(0, u_dimensions.y) < u_radius || Usually, x and y are both 0, but you can use viewports to render. ![]() Width and height parameters specify these dimensions in pixels. The x and y parameters specify the lower-left corner of the viewport within the window. If (length(coords - vec2(0) < u_radius || The viewport denes the area within the window in actual screen coordinates that OpenGL can use to draw in. Sample code in GLSL (I don't know what you're using) in vec2 a_uv This way you don't need to upload separate vertices for each window. ![]() Then if the distance between this position and each of the edges is less, than the radius of the corner, then you throw it away. You can pass the dimensions of the boxes and the radius of the corners to the fragment shaders and round the corners that way.īasically, you take the current texture coordinates, multiply each coordinate of it by the dimensions of the window to get the coordinates of the current fragment relative to the window. Figure 1 is helpful for me to understand the roles and relationships of those different spaces in the general graphic pipeline 1. Different from the 3D coordinate that we learned from math, the y axis is up and the positive z axis points towards the viewer. This is not technically an answer to your question, but is a better work around in my opinion. The coordinate system used in OpenGL is right hand coordinate. In a way, this would work, but I'm pretty sure there is a much better way to do this. Something like(proto code): if(smooth = 1) I was thinking about this: do you guys think that generating the vertices of the window based on a condition in real time would be a good idea? Now, my question is: how can I determine the number of triangles each window should have to have in order to obtain smoother corners? I would like to have some sort of "smooth" variable, that specifies how smooth(how many triangles are used) the window is. Now I'm trying to use more than just two triangles, to smooth the corners of the windows. I was not satisfied with the boxy shapes windows had, so I tried fixing the problem by adding a texture all this worked until I tried implementing resizing: whenever I changed the window size, the texture was warping, and it did not look good. As a first thing, I tried rendering a simple 2d quad with an orthographic projection. I was working on a game, and I needed a GUI framework, that I decided to build myself. Even though I think the image is pretty self-explanatory, I'm going to explain what I am trying to achieve: ![]()
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