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Type: Posts; User: saski

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  1. Replies
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    static lightmap on large polygons

    Hello,

    I'm working on a glow effect that illiuminates lower parts of walls if the floor in my scene has a glowing texture. My problem: I cannot use any texture atlas or uv lightmaps and the wall...
  2. hi! take a look at my last thread:...

    hi! take a look at my last thread: http://www.opengl.org/discussion_boards/showthread.php/180940-Deferred-shading-and-light-volumes?p=1248303#post1248303

    regards
    saski
  3. Accessing FBO during deferred light pass with combined stencil/depth buffer

    Hello,

    I've hit a problem during my attempt to write a deferred light shader using stencil light volumes. The combined depth/dtencilbuffer setup looks like this:



    glGenTextures(1,...
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    Never mind! Found the solution. It is always a...

    Never mind! Found the solution. It is always a good Idea to watch the stencil buffer ranges when incrementing/decrementing :whistle:

    Doing:


    glStencilOpSeparate(GL_FRONT, GL_KEEP,...
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    Hello, I'm still struggeling with the light...

    Hello,

    I'm still struggeling with the light volume artifacts described in my last post. stupid question: Why is the light volume only being culled by the depth-test? This seems to be the problem...
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    Hi, I've made some progress using the stencil...

    Hi,

    I've made some progress using the stencil culling and it amlost works :). There is however one more issue: Depending on the view of the camera the stencilbuffer seems to have trouble culling...
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    Hi Dark Photon, again thanks a bunch for your...

    Hi Dark Photon,

    again thanks a bunch for your patience and your effort. and this time I believe I finally got it :)
    Image below shows basically the sphere after some code tweaks. There is a...
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    Hi, @thokra: You're probably right that tiled...

    Hi,
    @thokra: You're probably right that tiled shading is the best way to go. I'm kinda new to Shading and don't know too much about OpenCL so I'll give it a shot after I've got the oldstyle light...
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    Hi Dark Photon, first I'd like to thank you...

    Hi Dark Photon,

    first I'd like to thank you for your time explaining to me the details. But I still don't get the whole picture.



    Let me see if I got this: What you mean exactly with on top...
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    Deferred shading and light volumes

    Hello,
    currently I'm trying to optimize my deferred shading by using lightvolumes to process only those fragments that are affected by the lightsource. I've read many tutorials and I'm very confused...
  11. oh yeah now I see my mistake! the GL_BLEND...

    oh yeah now I see my mistake! the GL_BLEND totally slipped me.

    Thanks very guys much for the quick help!!!!
  12. hi, well I assume that the shader compiles...

    hi,
    well I assume that the shader compiles correctly. glGetShaderiv() always returns a good status and there are no warnings whatsoever. And there is no random "jittering" in the scene. the depth...
  13. Problem accessing MRT samples in deferred shading

    Hello,

    I've played around with deferred shading recently and during several optimization approaches I've tried to pack additional values like specular or ambient factors in already existing...
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    problem solved! explicitly calling...

    problem solved! explicitly calling glDisable(GL_ALPHA_TEST) before rendering the geometry to MRTs did the job :)

    Saski
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    Hi, Because objects appear to be partial...

    Hi,
    Because objects appear to be partial tranaparent as if the alpha channels of the MRTs are being mixed somehow. Maybe I'm confusing this with a depth test fail.

    Saski
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    Deferred Shading, MRT and Depth Test

    Hello,

    I'm currently implementing a deferred shader with multiple render targets for albedo, normal and position. The depth test fails as soon as I set the "alpha" value for the normal or position...
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    Re: paletted textures and bilinear filtering?

    well it's a project targeted for opengl ES 2.0 embedded systems with ~32MB texture memory availble.
    and btw. enemy sprites in doom are composed of multiple frames with 8 different view angles. thas...
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    Re: paletted textures and bilinear filtering?

    hi!
    thanks for your input. is there any sample shader code for the texel lookup availble? I'm pretty new to glsl and could use a little heads up ;-). you're absolutely right regarding texture...
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    paletted textures and bilinear filtering?

    hello,

    I would like to use paletted textures for my sprite engine to save texture memory. doing the palette lookup is easily done in the fragment program. however I need bilinear filtering enabled...
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    Re: Regarding GLSL not being supported.

    The Intel 945G does not support any shaders AFAIK. any opengl application intending to use shaders should check the opengl extension string for "GL_ARB_vertex_shader" wich is probably not availble on...
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    Re: Geometry shader, color and Texture coords

    thanks a lot to you both. now I see my mistakes - silly me ;)
    btw. the opengl samples git has some really interesting demos, great resource!
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    Re: Geometry shader, color and Texture coords

    hi,

    thanks for your fast reply! I did try to pass the color and texcoord through the shader but glDrawElements() didn't like that. And yes the nvidia compiler compiles and links without any...
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    Geometry shader, color and Texture coords

    howdy folks,

    very basic question: do I have to pass color values and texture coordinates through a geometry shader?
    I wrote a simple passthough GS that renders the geometry fine but OpenGL fails...
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    Re: glMapBufferRange() behaves strangly

    Ok, I see your point. However this is not what some coders would have expected - especially such a huge performance impact under CPU stress since IBOs should be handled by the GPU.

    Btw. what about...
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    glMapBufferRange() behaves strangly

    Hi folks,

    I've experienced some odd behaviour using glMapBufferRange() on GF9600GT (GL 3.3) hardware with recent drivers.

    I've created a pretty large IBO (approx 30000 elements).

    to speed...
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