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Type: Posts; User: RealtimeSlave

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  1. Replies
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    TBN Matrix for smoothed vertices

    Hello,

    I hope you can help me with the following two questions regarding the TBN matrix.

    Right now I construct the TBN matrix by calculating the tangent for each vertex and uploading the...
  2. Thank you all for your comments and suggestions....

    Thank you all for your comments and suggestions.

    I'll skip further looks into stencil shadows in this case and instead try to implement omnidirectional shadow mapping:...
  3. Hm at least Doom 3 was using stencil shadows but...

    Hm at least Doom 3 was using stencil shadows but I have no clue how they deal with transparent objects.

    I also find it strange that I find NOTHING useful when googling for "stencil shadows" +...
  4. Many thanks for sharing your thoughts. I wonder...

    Many thanks for sharing your thoughts. I wonder how the game industry is
    doing it (crytek, id & Co) when it comes to stencil shadows :/

    Ok would be that the transparent objects don't cast shadows...
  5. Stencil shadows, ambient pass and transparent objects

    Hello,

    as explained in this article...
    http://www.gamasutra.com/view/feature/2942/the_mechanics_of_robust_stencil_.php
    ...I would like to split my lighting into ambient pass and a pass for...
  6. I just noticed that I did a mistake in my high...

    I just noticed that I did a mistake in my high level code when switching to orthographic projection.
    The result was that my debug output showed me not normalized values in s_Position and I started...
  7. Normalized device coordinates for world coordinates using orthographic projection

    Hi there,

    let's say I have world coordinates stored in a variable Position and I want to calculate
    the Normalized Device Coordinates (NDC) for this Position on the CPU in C++ code.

    Using a...
  8. Got it, thanks!

    Got it, thanks!
  9. Thank you all for the comments! Since I have...

    Thank you all for the comments!

    Since I have only two lines in the if-block it might be possible that these predicated instructions are used.

    Are if-statements without an else-block generally...
  10. Performance: alternative for if ( ... ) { }

    Hi there,

    some years ago I read that if-statements should be avoided in shader source to get better performance.



    if (UniformTwoSided && Dot < 0.0)
    {
    Dot *= Flip;
    FragNormal *= Flip;
  11. Replies
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    1,710

    Re: Normal Map Filtering

    Wouldn't be the correct way to normalize the normals
    in the shader after reading them with texture2D()?

    I mean even if they are normalized in the mip maps
    the trilinear interpolation between the...
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