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...
Type: Posts; User: Swoop
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...
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...
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...
Computing from non-linear depth buffer.
Edit:
// Uniforms:
// widthInv, heightInv, are screen res
// depth, is from 24bit depth texture
// top, right, near,...
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...
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...
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...
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,...
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...
But when dealing with just VBOs and an older opengl 2.1 version, are the gl*Pointer calls required before drawing?
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(...)...
Great, thx.
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...
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...
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...
Yeah, seemed like a stretch, thx.
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]...
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...