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Type: Posts; User: raga34

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    Hm, just so I'm sure: eye.z = near * far /...

    Hm, just so I'm sure:



    eye.z = near * far / ((depth * (far - near)) - far);


    This will reconstruct the eye space Z value regardless of the type of projection, yes?

    I think the answer's...
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    I've just realized that this only works if using...

    I've just realized that this only works if using a perspective transform. Is this expected?

    In the renderer I've developed, I allow the use of ordinary glFrustum style perspective matrices, or...
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    Ok. This was actually the main issue: Could I...

    Ok. This was actually the main issue: Could I store something that isn't a post-projective depth in the depth buffer and expect to still get sane results out of it. From what you've said and from...
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    Storing normalized linear depth?

    I've written a working deferred renderer. Currently, my g-buffer contains (amongst other things):

    A 24/8 depth/stencil texture, in which is stored the usual post-projective scene depth.
    An R32F...
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    Found the cause of the upside down images, at...

    Found the cause of the upside down images, at least. The sign of the Z component was flipped:



    float pl_nz = (pl_dir.z + -1.0);


    Should have been:
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    Dual paraboloid shadow mapping confusion

    I'm attempting to implement dual paraboloid shadow mapping to provide omnidirectional shadows for point lights. I've already implemented cube map shadows and ordinary directional projective shadows,...
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    Hm, no... That seems to make the resulting image...

    Hm, no... That seems to make the resulting image light-order dependent (if you render lights A B C, you get a different result than if you'd rendered C B A). Because the renderer doesn't (and can't)...
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    For the first light pass when rendering a...

    For the first light pass when rendering a translucent object?

    I'll give it a go.
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    To clarify a little, the current opaque shaders...

    To clarify a little, the current opaque shaders produce a fragment color with:



    out_rgba = vec4(lit.xyz, 1.0);


    ... and the translucent shaders do exactly the same for the rest of the...
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    Issues with translucency (blending)

    Hi.

    I've followed the advice from:

    https://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]]

    edit: sorry, forum software breaks link - it really does have square...
  11. This is OpenGL we're talking about, yes? :D ...

    This is OpenGL we're talking about, yes? :D



    Nitpicking is appreciated!



    Yep, that much was already assumed.
  12. Question regarding the compatibility of multiple color attachments

    Hi.

    I'm writing a deferred renderer, targeting OpenGL >= 3.1. Assuming that I stick to the required color-renderable formats given in the spec - is it legal to have several color attachments of...
  13. I've just discovered that this is only an issue...

    I've just discovered that this is only an issue with the specular terms. Clearly I'm doing something with respect to alpha that breaks commutativity.
  14. I think you're right, I'm just unable to prove it...

    I think you're right, I'm just unable to prove it currently.
  15. To clarify, the differing blending modes...

    To clarify, the differing blending modes indicated are only for translucent/transparent objects.

    Rendering opaque objects is simple (ONE, ONE) additive blending all the way and that is definitely...
  16. Is blending of multiple light sources for translucent objects noncommutative?

    Hi.

    I have a basic forward renderer. The architecture is fairly unsurprising: First, opaque objects are batched by lights and then for each light, the opaque objects belonging to that light are...
  17. Very nice, thank you! Would never have come up...

    Very nice, thank you! Would never have come up with this by myself...
  18. Apologies for the delay in getting back to you! ...

    Apologies for the delay in getting back to you!



    Unfortunately, I can't use this one as it'd limit me to >= 4.3.



    Could you elaborate a little on this one? Specifically the fragment...
  19. Er, the intention is to accumulate the upper and...

    Er, the intention is to accumulate the upper and lower bounds of the positions of vertices, obviously. Realize I never actually said that.
  20. Accumulating min/max bounds with transform feedback?

    Hi.

    I'm doing GPU skinning with transform feedback. Specifically, I'm deforming a mesh given as object space coordinates, resulting in a mesh also specified in object space coordinates.

    I'd...
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    OK, thanks. Makes sense that I would have to...

    OK, thanks. Makes sense that I would have to perform clipping to get the correct results.
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    Screen-space bounds of an object

    Hello.

    I'm working on a small project where I need to calculate the screen-space bounds of a rendered object in order to provide a region for glScissor. To my surprise, this has turned out to be...
  23. Yes, seems like attenuation was the problem....

    Yes, seems like attenuation was the problem. Evidently there was a negative infinity being introduced that was clamped into nonexistence when the target was an RGBA8 framebuffer. Thanks for pointing...
  24. This seems like a possibility; the blue area...

    This seems like a possibility; the blue area starts at the exact radius of the red light. The RGBA8 framebuffer may be masking the issue. Will investigate.

    I should mention that, individually, the...
  25. Strange issue with additive blending of floating point texture framebuffer

    Hello.

    I have a simple renderer that renders spherical lights. The renderer simply renders one pass
    per light, blending the results with additive blending, writing the results to a texture. The...
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