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Type: Posts; User: TomorrowPlusX

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  1. Re: implementing bilinear pcf for shadows by hand

    That was it -- however, the quality of the filtering is terrible :p

    I assume it has to do with precision loss scaling up ( shadow map size is 1024 ) and then back down. Unless there's a smarter...
  2. implementing bilinear pcf for shadows by hand

    My particular setup ( an old macbook pro with an AT x1600 and OSX 10.6.2 ) doesn't do filtered pcf for free, like an NVIDIA supposedly would.

    My understanding is that you get it "for free" on...
  3. Re: Trouble packing depth into color texture

    That's exactly what I was doing incorrectly! Thanks,
  4. Re: Trouble packing depth into color texture

    As a minor update, I dropped down to 24 bits of precision -- dropping alpha from the packer -- and the results are correct now. So, clearly the alpha channel's the culprit, though I couldn't say why....
  5. Trouble packing depth into color texture

    I'm implementing omnidirectional shadow mapping using cubemaps. Since I can't create a depth cubemap on my hardware ( Macbook Pro, ATI x1600 ) I'm packing fragment depth into the cubemap's RGBA color...
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    Possibly dumb question about FBOs

    I use FBOs for rendering reflections and the like to texture, and I also use depth-only FBOs for shadow mapping. It works pretty well, but my knowledge of them deep down is pretty poor.

    The...
  7. Re: Environment mapping with normalmap displacemen

    solved!

    The trouble turns out to be that I don't need to invert the tangent matrix. So in the end, the relevant part of the fragment shader looks like this:



    vec3 normalMap =...
  8. Re: Environment mapping with normalmap displacemen

    Thanks,

    It's a personally written C++ gui rendered in GL. In principle, it's pretty OK ( some good features ), but it's not something I'd consider resume material!
  9. Re: Environment mapping with normalmap displacemen

    Can you show me how?

    Here are some screenshots that will clarify the issue. First, two screenshots of non-cubemapped rendering of a torus. The first has vanilla lambertian illumination, the...
  10. Re: Environment mapping with normalmap displacemen

    I'm posting the relevant bits of my code below. Hopefully, somebody here can look it over just in case I did do something boneheaded!

    vertex shader


    varying vec3 IBLWorldPosition;
    varying...
  11. Re: Environment mapping with normalmap displacement

    Y-Tension: Thanks, that's something I didn't know! You learn something every day...

    So I took a stab at the algorithm ( using a flat normalmap ( 128,128,255 )) for debugging, and the results are...
  12. Re: Environment mapping with normalmap displacement

    That's kind of what I was expecting. I was trying to figure out if I could multiply the per-pixel normal by the inverse of the tangent space matrix and then by the model matrix to bring it into world...
  13. Environment mapping with normalmap displacement

    First off, I need to mention I haven't started writing this shader yet; I'm brainstorming. I have written normalmap perpixel lighting in GLSL, and I have just finished a working non-bumpmapped...
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    Re: FBO to Depth Texture Precision

    I've seen that on the 5200 under OS X as well.
  15. Re: Access to triangle normals, rather than vertex

    This works! You're my hero, thank you very much! The acne is almost completely gone... fantastic.

    Even better, I've learned about the dFdx/dFdy functions.
  16. Re: Access to triangle normals, rather than vertex

    The resolution of the shadow map isn't really the problem, cascading shadowmaps has pretty much taken care of that ( though I'm experimenting with light-space shadow maps ). The issue is acne, which...
  17. Re: Access to triangle normals, rather than vertex

    I was thinking about the dfdx/dfdy option, but to be honest, I'm not certain if it would do the trick. I'm probably just going to submit triangle normals per-vertex as an attribute array.

    I...
  18. Access to triangle normals, rather than vertex

    I've implemented cascading shadow maps, and they by and large are looking great. As per usual, I'm rendering my depth passes using the back faces of the occluders.

    Now, I've got a shadow casting...
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    Re: glClipPlane sliding around. I'm baffled!

    As a followup, I got it working using oblique frustum culling. So, glClipPlanes are out for me.
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    Re: glClipPlane sliding around. I'm baffled!

    That's interesting. my ATI x1600 ( on Mac OS X 10.5 ) falls to software when I write to gl_ClipVertex.

    Unfortunately, without that line I get the behavior which brought me here in the first place....
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    Re: glClipPlane sliding around. I'm baffled!

    As an addendum: I added the code I saw from your linked post



    gl_ClipVertex = gl_ModelViewMatrix*gl_Vertex;


    to my vertex shaders, and by god, it worked! Thank you very much!
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    Re: glClipPlane sliding around. I'm baffled!

    Wow, I have never heard of gl_ClipVertex... I should dive back into the orange book for a while.

    I'm guessing, then, that since I'm not writing to gl_ClipVertex in my vertex shaders the clipping...
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    glClipPlane sliding around. I'm baffled!

    I've used glClipPlane in rendering reflections in the past. The usual deal, flipping the scene, setting a clipping plane, rendering to FBO, etc -- it worked fine.

    Now, I'm refactoring how I do...
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    Re: Useful depth texture reads.

    I'm late to this party, but I followed the instructions both here and in the referred-to thread and am still seeing harshly aliased depth values on my FX Go 5200 ( running on OS X, 10.4.7 ).

    Is...
  25. Re: GL_NV_DEPTH_CLAMP fails in some 'game profiles'

    Are you married to the idea of using depth clamp? It took me all of an afternoon to rewrite my shadow projection code to use an infinite frustum.
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