Is it possible to express “t” variable from Cubic Bezier Curve equation?

What you need is to search your cubic path and remember closest point. This can be done recursively with increasing precisions here small C++ GL example: //————————————————————————— double pnt[]= // cubic curve control points { -0.9,-0.8,0.0, -0.6,+0.8,0.0, +0.6,+0.8,0.0, +0.9,-0.8,0.0, }; const int pnts3=sizeof(pnt)/sizeof(pnt[0]); const int pnts=pnts3/3; //————————————————————————— double cubic_a[4][3]; // cubic coefficients void cubic_init(double *pnt) … Read more

Normal mapping gone horribly wrong

My bet is on the color setting/mixing in fragment shader… you are setting output color more then once If I remember correctly on some gfx drivers that do a big problems for example everything after the line color = vec4(brownColor * (texture(diffuseMap, fsCoords).rgb + 0.25), 1.0);//add a fixed base color (0.25), because its dark as … Read more

How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?

but I still don’t know whether or not the gl_FragCoord.z is linear. Whether gl_FragCoord.z is linear or not depends on, the projection matrix. While for Orthographic Projection gl_FragCoord.z is linear, for Perspective Projection it is not linear. In general, the depth (gl_FragCoord.z and gl_FragDepth) is calculated as follows (see GLSL gl_FragCoord.z Calculation and Setting gl_FragDepth): … Read more