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Type: Posts; User: cireneikual

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  1. Replies
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    I think the best solution is to store the map in...

    I think the best solution is to store the map in chunks, say 32x32 tiles, and render those only when they are visible.
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    Path Tracer / Scanline hybrid

    Hello all,

    I would like to share a path tracer / scanline rasterizer hybrid I made.

    It is noise-free, and runs at 60 fps at 1280x720 resolution. Note that this is without any sort of...
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    Try GL_DEPTH24_STENCIL8 instead of...

    Try GL_DEPTH24_STENCIL8 instead of GL_DEPTH32F_STENCIL8.
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    Some image loaders load images upside-down. Try...

    Some image loaders load images upside-down. Try flipping the source image.
  5. Try: glTexImage2D(GL_TEXTURE_2D, 0,...

    Try:


    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_width, m_height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
  6. Thread: Skybox

    by cireneikual
    Replies
    16
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    2,315

    Just move the faces inwards slightly, that should...

    Just move the faces inwards slightly, that should get rid of the seams.
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    You could use Bullet Physics along with its...

    You could use Bullet Physics along with its included convex hull decomposer.
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    You need to write a volumetric renderer. You can...

    You need to write a volumetric renderer. You can extract a surface from the voxel data. You can do this by simply using cubes (like Minecraft, see...
  9. I believe what you are looking for is called...

    I believe what you are looking for is called pillow shading. You could do it by making an alpha-only copy of the polygon, blur it, and then render the original polygon again using a shader that reads...
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    Now I am no expert, but I believe the standard...

    Now I am no expert, but I believe the standard way of shadowing larger terrains is cascaded shadow maps. I implemented these myself, and boy, is it a pain! So if you are making a Minecraft clone (I...
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    You probably are not double-buffering. How you...

    You probably are not double-buffering. How you enable it depends on your windowing system.
  12. My system uses 4 buffers: View-space position...

    My system uses 4 buffers: View-space position (RGB16F) (doing it in view space means you don't need 32 bit floats), view-space normals (RGB16F), diffuse color and specularity (RGBA8) (rgb - diffuse,...
  13. Here is a tutorial:...

    Here is a tutorial: http://ogldev.atspace.co.uk/www/tutorial35/tutorial35.html
    The tutorial uses the stencil buffer to cull fragments that are not affected by the light, but I would recommend you do...
  14. If you are making a Minecraft clone, just...

    If you are making a Minecraft clone, just pre-calculate the lighting. That, or if it needs to be dynamic, use deferred shading. Most of these Minecraft engines use a flood fill algorithm to bake...
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    Here is a screen-space reflection shader I...

    Here is a screen-space reflection shader I implemented:



    uniform sampler2D gColor;
    uniform sampler2D gPosition;
    uniform sampler2D gNormal;
    uniform sampler2D gEffect;
    uniform vec2...
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    http://www.videotutorialsrock.com/opengl_tutorial/...

    http://www.videotutorialsrock.com/opengl_tutorial/terrain/text.php
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    The rotation transformation will remain and...

    The rotation transformation will remain and affect everything else unless you call glLoadIdentity after drawing the object you want to rotate.
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    That is normal. In all likelihood your monitor...

    That is normal. In all likelihood your monitor can only go to 60 fps, so anything above that is a waste (at least for graphics). You can limit the frame rate with vertical sync, this will also...
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    Did you set up an orthographic projection matrix?

    Did you set up an orthographic projection matrix?
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    Your depth function is set to GL_ALWAYS, so it...

    Your depth function is set to GL_ALWAYS, so it will always pass the depth test. Make it GL_LESS or GL_LEQUAL.
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    Here is a library I made for 2D lighting a while...

    Here is a library I made for 2D lighting a while ago: http://en.sfml-dev.org/forums/index.php?topic=6635.0
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    Try forcing it in your graphics control panel...

    Try forcing it in your graphics control panel (Catalyst for ATI, Nvidia Control Panel for Nvidia).
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    Do you have vertical sync enabled?

    Do you have vertical sync enabled?
  24. True. You can decompose the mesh into convex...

    True. You can decompose the mesh into convex shapes though, using something like HACD: http://sourceforge.net/projects/hacd/
  25. You could spam random points (or make a grid) and...

    You could spam random points (or make a grid) and take the dot product with the vector from those points to every vertex in the model and the normal at the vertex. If it is positive, the point is not...
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