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Type: Posts; User: Nick Wiggill

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  1. This. This is what I wanted to know. Thank...

    This. This is what I wanted to know.

    Thank you, nuclear_bro.
  2. (SOLVED) Is (gl_FragCoord.z / gl_FragCoord.w) a valid depth formula?

    Looking at this tutorial, I noticed an interesting little calculation to get per-fragment depth from the camera.

    float z = gl_FragCoord.z / gl_FragCoord.w;I find this works for me, and that it...
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    Quite. Then again, I'm learning deferred shading...

    Quite. Then again, I'm learning deferred shading / FBOs / g-buffers / depth buffer quirks / mipmaps and more at the same time. So to me, right now, it would seem hard. ;)

    I agree with you re...
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    @michagl Good to know someone cares :surprise: Up...

    @michagl Good to know someone cares :surprise: Up till now I thought no one gave a rat's ass.

    Re the near plane, I think it just works that way in RL (the extra blurring on nearer...
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    Ugh. So simple. (1) Place a fullscreen quad, (2)...

    Ugh. So simple. (1) Place a fullscreen quad, (2) draw the prepass textures onto it with no projection transformations, (3) make use of glBindFragDataLocation(). Thanks go to Chris for providing a...
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    Deferred Rendering: Depth-of-Field Blur

    Hello all.

    I'm writing up a DoF blur implementation, and I need your help. This involves multi-pass / deferred rendering. I would like this thread to be useful beyond what I take from it;...
  7. How does this simple fragment shader function work?

    This code is used in a DoF blur fragment shader I found online (I am trying to make one of my own):


    uniform sampler2D gdepth; //<- the depth buffer? How/where is this set?
    float getDepth(vec2...
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    @thokra, Thanks, what you said there re the cost...

    @thokra, Thanks, what you said there re the cost of the fragment shading in question is very helpful. As I'll be using vertex-lit billboards for my characters and items, and fairly simple...
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    @Kopelrativ, thokra Thanks... I have to be honest...

    @Kopelrativ, thokra Thanks... I have to be honest I was always intending to use a few simplistic textures, thus atlases are the natural choice so I'm not too worried about texture context switches.
    ...
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    Atlases are a definite. Cheers for the...

    Atlases are a definite. Cheers for the encouragement.

    I had a related discussion about the above question elsewhere, centred around using the painter's algorithm vs using the z-buffer (I was...
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    Draw order for a game renderer

    I'm writing a rendering subsystem for my game and would like to know what I should aim for in terms of drawing order. Some points on the game's rendering:

    -The rendering is pretty simplistic, it...
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    Yes, you can use VBOs for animation. Use...

    Yes, you can use VBOs for animation. Use GL_DYNAMIC_DRAW or GL_STREAM_DRAW. When data changes, write it using glBufferSubData or glMapBuffer. However you may wish to animate in a simpler way, such as...
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    Hi Eric, An honour indeed. Many thanks for...

    Hi Eric,

    An honour indeed. Many thanks for your clarification.



    To confirm: In essence the view direction is modified, but the orientation of the view planes is not? A bit like a skew...
  14. Thank you both. This is what I needed to...

    Thank you both. This



    is what I needed to clarify.[/COLOR]
  15. Is it possible to precompute the projection-view matrix?

    The standard way to calculate mvp matrix is:

    P*V*M * v1 = v2


    In rendering my entity list, I would like to do something like the following:
    (for those not involved in games, an "entity" is a...
  16. Sorted -- it was this...

    Sorted -- it was this.
  17. Perspective projection stretches at -certain- aspect ratios?

    (Stretches horizontally, that is.)

    I've been developing my demo in 640x480, and all along it has looked a little stretched (my cube is maybe 10-15% broader than it is tall) when running in a...
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    Indeed. That's why performance comments were in...

    Indeed. That's why performance comments were in brackets. Even so, thanks for the input.



    This is what I suspected. Thank you for confirming.



    Aha! Now this is very interesting indeed....
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    Oblique vs Standard projection matrix

    This article describes both the standard and oblique projection matrices. Note the differences. (Performance: the former requires an additional trig call, while the latter requires two extra...
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    Architecture: Why is OpenGL state-based?

    Hi,

    Having had a very superficial look into OpenGL as a developer in the recent past, I'm aware that it uses a state-based system to take in arguments/parameters and only afterward apply actual...
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