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Type: Posts; User: Swoop

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  1. Thread: FBO and viewport

    by Swoop
    Replies
    2
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    1,024

    Thanks for the confirmation. I was a having a...

    Thanks for the confirmation. I was a having a 'losing my mind' moment trying to figure out why something so simple didnt just work. Ive got it now, turns out the depth test was set to equal, which...
  2. Thread: FBO and viewport

    by Swoop
    Replies
    2
    Views
    1,024

    FBO and viewport

    I have an FBO with an attached 16bit RGBA color texture target. I bind the fbo, set the draw buffers, clear, and set the viewport equal to the dimensions of the render texture, activate the shader,...
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    2,745

    gl_FragCoord and texture2DRect

    I need some clarification as to whether any of this is wrong. gl_FragCoord.xy stores window (screen) coordinates of the current pixel, meaning if render a full screen quad in an 800x600 viewport, I...
  4. Best guess, two options for combining textures...

    If you had a fbo with 3 fullscreen render textures attached, with an image in two of them, which would be the better option to combine them, performance wise. Im thinking 2 would win in flexibility...
  5. Re: Eye space lighting problem with Ortho projection..

    Alright, been playing around with this, thought rebuilding position from a perspective depth buffer would be enough, and I had this subject forgot about for a while, but, of course more is always...
  6. Re: Eye space lighting problem with Ortho projection..

    Computing from non-linear depth buffer.

    Edit:

    // Uniforms:
    // widthInv, heightInv, are screen res
    // depth, is from 24bit depth texture
    // top, right, near,...
  7. Eye space lighting problem with Ortho projection..

    Im doing deferred lighting in eye space, when using a perspective projection, everything is fine.
    I have a wall of objects aligned with the XY plane that dont exist in front the origin on the +Z. I...
  8. Replies
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    6,247

    Re: View Space Light Position Moving...

    That point light wont budge, thanks a lot Dark Photon, that was more helpful then you will ever know. Now I just have to make sure this is done for each light.
    For anyone that might come across this...
  9. Replies
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    6,247

    Re: View Space Light Position Moving...

    It seems the spaces are correct, I transform the point light position as a point using the 4x4 view matrix (set with look at and read right back) so it gets translated correctly, same with the spot...
  10. Replies
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    6,247

    View Space Light Position Moving...

    Hate to have to post about this, but every post I have found on this exact problem either the talk trailed off or the person never said how they fixed it.
    Im doing deferred lighting in view space,...
  11. Replies
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    3,184

    Passing light pos/dir to GLSL in eye space

    Im making some changes to a few of my shaders, I do my lighting in eye space, and Ive been setting the light position with world matrix from scene and glLight calls like this.

    - Set view by...
  12. Re: gl*Pointer calls purely setup when used with VBO?

    But when dealing with just VBOs and an older opengl 2.1 version, are the gl*Pointer calls required before drawing?
  13. gl*Pointer calls purely setup when used with VBO?

    When rendering using glVertexPointer and friends with the usage they were originally implemented with, youd pass a pointer to the specific data before making a draw call

    glEnableClientState(...)...
  14. Replies
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    1,458

    Re: Early depth pass benefit when target is FBO?

    Great, thx.
  15. Replies
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    1,458

    Early depth pass benefit when target is FBO?

    Early depth pass reduces fragment shader execution on pixels that ultimately wont be seen (first pass, depth write on, depth test less, color off, second pass depth off, depth test less equal color...
  16. Re: Intermediate lighting buffer for deferred shading

    Thx, now I see that I will have to extend the process to use more targets if I want to do any extra post processing, which I will probably use another FBO for.
    I have read numerous times floating...
  17. Intermediate lighting buffer for deferred shading

    Ive read various papers on deferred shading, some blend lighting directly into back buffer, others build a summed lighting buffer to be used later in post processing, plus an additional specular...
  18. Re: Sample MRT Texture and Write to its attachment?

    Yeah, seemed like a stretch, thx.
  19. Sample MRT Texture and Write to its attachment?

    Im thinking this cant be done, but before I go write a bunch of stuff that wont work I wanna see if this idea is completely off the wall.
    I have three textures generated using a FBO,
    gl_FragData[0]...
  20. Replies
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    1,910

    glMaterial parameters when texturing

    Are the glMaterial parameters generally used with shaders and texturing, or are they ignored? are they combined with the values pulled from the active textures? or are they more of a relic from the...
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