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Type: Posts; User: Sanctus

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  1. Replies
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    Warcraft 3 like terrain

    Hey guys.
    I have to implement a terrain similar to the one used in Warcraft 3. I guess you all played that at least for a bit so you know what I'm talking about. Thing is that I'm qutie sure...
  2. Some things about the standard lighting system.

    Hey guys.
    Right now I'm trying to implement a forward renderer in my engine (the other being deferred).
    Since I've pretty much always worked with shaders and lighting systems done by me I'm not...
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    FrameBuffer problem.

    Hey guys. I have an intresting problem.
    I made a framebuffer object and it acts very strange. Never seen this before because in my debug way of having the scene I do some more steps (one of which...
  4. Thread: GLSL ShadowMap

    by Sanctus
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    8,344

    Re: GLSL ShadowMap

    I managed to do it :)
    I never actually go to use the light projection and it still works just fine.
    Last problem I have is with this


    The solution with setting the border to (1,1,1,1) seems a...
  5. Thread: GLSL ShadowMap

    by Sanctus
    Replies
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    8,344

    Re: GLSL ShadowMap

    Hey :)
    I'm back. It still doesn't work but I tried to clean up my code a bit for you to understand better what I'm doing. :)

    First of all here some info about TMatrix.
    The multiplication code...
  6. Thread: GLSL ShadowMap

    by Sanctus
    Replies
    8
    Views
    8,344

    Re: GLSL ShadowMap

    Hey thanks a lot for your answer.
    I think I'm starting to get the hang of it but there is still something weird.
    First of all I tried what you said with hte 3matrix (M=M3*M2*M1) and here is what I...
  7. Thread: GLSL ShadowMap

    by Sanctus
    Replies
    8
    Views
    8,344

    Re: GLSL ShadowMap

    So does this mean I have to multiply the light projection matrix with the light modelview matrix and then the inverse of the camera modelview matrix?


    Well I already created a depth texture and...
  8. Thread: GLSL ShadowMap

    by Sanctus
    Replies
    8
    Views
    8,344

    GLSL ShadowMap

    Hey guys.
    I'm trying to implement shadowmaping and I got stuck at a point.
    I use defered lighting so this might be a little tricky.
    I got my shadowmap rendered like it should I have it in my...
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    Re: Light at objects

    Sorry to just say this but there is a way to have more than 8 lights on the scene: Using a deferred renderer.
    This is more complicated but once you set it up it works ok.
    In my tests I have like...
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    Re: Depth Only FrameBuffer?

    I modified that.
    Now the error only was only shown when before this line
    glGenerateMipmapEXT(GL_TEXTURE_2D);
    after that the buffer is ok. I didn't modify the matrixes at all just to test if the...
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    Depth Only FrameBuffer?

    Hye guys.
    I'd like to have only a depth buffer on a framebuffer.
    I have the code like this


    glGenFramebuffersEXT(1, &this->bufferID);
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, this->bufferID);...
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    Re: Is 256MB enough for OpenGL development?

    I've been programming with opengl since I had a geforce 2 with 64 vram so I think you'll be fine :)
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    HeightMap to NormalMap

    Hey guys.
    I sort of have a problem when trying to do this...
    First of all my engine uses deferred lighting(still it shouldn't make any difference).
    So I made a really nice terrain but give the way...
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    Re: Some questions on deferred lighting.

    "You can reconstruct the world position of a fragment"
    I reconstruct the viewspace position not the world position. I also get the light in the viewspace position to use it.
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    Re: Some questions on deferred lighting.

    Yes but the thing is that in the lighting pass I don't have the normal matrix anymore
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    Some questions on deferred lighting.

    Hey guys
    Some time ago I started working at a engine that uses deferred lighting.
    Works nice but I don't have some features yet like spotlights.
    I tried adding it but I think I have a problem with...
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    Re: Deferred lighting shadows.

    It's only a national contest (and my country, Romania is not that big).
    Anyway for omnidirectional lights I've read you must use cube mapping.
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    Re: Deferred lighting shadows.

    Ehm.. please? Could onyone help me with this? Tomorrow is the last day I can work on this. After that I have to present my project at a contest.
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    Re: Deferred lighting shadows.

    Yes I know that it's the same thing. But how do I calculate it so that it looks at the same point as the camera is?
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    Re: Deferred lighting shadows.

    Hey
    I'm trying to understand how this works but I have some problems.
    I have my camera as a frustum and I don't know the point it's looking at.
    How do I calculate lightViewMatrix and...
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    Deferred lighting shadows.

    Hey guys.
    I'm trying to understand which type of shadows is best for a deferred lighting engine.
    From what I see Shadow Maps seem to be the way to go but I'm not sure about this.
    Could you guys...
  22. Instancing, hardware skinning and normal maps.

    Hey guys.
    I have some questions which I coudn't answer myself with the help of google.
    First of all I need to write a function that transforms a heightmap to a normal map (I use it for ROAM...
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    Re: Deferred lighting

    I managed to fix it. Working smooth right now.
    I had to invert the z of the light. And then I tought I could invert the z of the screencoord and then that would change the x and y. And then I moved...
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    Re: Deferred lighting

    Okay I have been doing some work on this.
    I did all kinds of tests for deth and position.
    Now I'm certain that I get the depth and worlspace correctly.
    I did a nice test drawing the length of each...
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    Re: Deferred lighting

    Okay I will try this. But when you can please post some of your code (or PM me if you don't want to make it public. And don't worry I'm not stealing it)
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