![]() ![]() Therefore, existing vertices have been offset and no longer correspond to the indices array/buffer. Therefore, by implementing texture coordinates, extra vertices have been added to the vertex array/buffer (vertices with the same position but with different texture coordinates). There is a one-to-one relation between texture coordinates and vertices. The mesh was distorted because the indices are not referencing the correct vertices. Length(coords - vec2(u_dimensions.I was using IBOs to render meshes (for example a cube) from wave-front files (.obj), without texture coordinates or normals, in OpenGL.įollowing this, I attempted to implemented texturing. Length(coords - vec2(0, u_dimensions.y) < u_radius || If (length(coords - vec2(0) < u_radius || 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. This is not technically an answer to your question, but is a better work around in my opinion. 2 What's vt Also uv coordinates just tell you how to map the texture on the triangle, not hold to load textures. 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. 27 I'm new to shaders and know that you can color pixels with glFragColor but sometimes there is this thing: vec2 uv glFragCoord. Now I'm trying to use more than just two triangles, to smooth the corners of the windows. A raster is a 2D rectangular grid of pixels (or picture elements). Pixels and Frame All modern displays are raster-based. 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. Computer Graphics Hardware GPU (Graphics Processing Unit) Modern day computer has dedicated Graphics Processing Unit (GPU) to produce images for the display, with its own graphics memory (or Video RAM or VRAM). In OpenGL, object coordinates are the numbers that are used in the glVertex function to specify the vertices of the object. As a first thing, I tried rendering a simple 2d quad with an orthographic projection. Instead, objects are specified in their own coordinate system, known as object coordinates, and then modeling transforms are applied to place the objects into the world, or into more complex objects. Those are all a different state at which our vertices will be transformed in before finally ending up as fragments. I was working on a game, and I needed a GUI framework, that I decided to build myself. There are a total of 5 different coordinate systems that are of importance to us: Local space (or Object space) World space. 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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