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Type: Posts; User: Silverlan

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  1. Thank you, I didn't know that feature existed!...

    Thank you, I didn't know that feature existed!
    Turns out Nvidia doesn't support DEPTH_ATTACHMENT with bordered textures; Removing the border solved the issue!
  2. Framebuffers do not support depth texture arrays on Nvidia?

    I have a texture array, which is created and initialized like this:


    auto size = 4096;
    auto depth = 4;
    GLuint fbo;
    glGenFramebuffers(1,&fbo);
    glBindFramebuffer(GL_FRAMEBUFFER,fbo);

    GLuint...
  3. Mipmapping and backface culling are already...

    Mipmapping and backface culling are already active.
    I'm pretty sure the actual rendering is not the problem If I disable the fragment shader (By discarding all fragments) or change the resolution,...
  4. Advice required for render pipeline optimizations

    I have a medium-size scene which drains the performance far more than it should:
    http://i.imgur.com/mV3KAg0.jpg

    Lighting and shadows are disabled, all it's doing is rendering the meshes, nothing...
  5. Thanks, that helps a lot! Does...

    Thanks, that helps a lot!


    Does glBindFramebuffer count as state change? How do I know which OpenGL-calls are expensive to use, and which are not, without doing tests for every single one?

    ...
  6. glFramebufferTextureLayer +glDrawElements = massive CPU slowdown?

    I'm using a depth texture array with 4 depth layers for cascaded shadow mapping, with each cascade stored in a separate layer:


    // Pseudo Code - Initialization
    frameBuffer = new OpenGL...
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    Thanks, but they're all bound to different units...

    Thanks, but they're all bound to different units already.
    I didn't know about 'glValidateProgram', but it returns "Program validation succeeded!".
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    After some more testing, I found the issue. Here...

    After some more testing, I found the issue. Here are the declarations for all of the shadow maps in my fragment shader:


    uniform sampler2DArrayShadow csmTextureArray;
    uniform sampler2DShadow...
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    Thanks, I will try that as soon as I've solved...

    Thanks, I will try that as soon as I've solved the problem I mentioned in my other post.
    I narrowed the problem down to the spotlight shadow map. If I bind it to my shader in any way, my cascaded...
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    I just stumbled upon another odd problem when...

    I just stumbled upon another odd problem when using shadow-maps for multiple different light sources.
    Using this (fragment) shader:


    uniform sampler2D diffuseMap;
    in vec2 UV;
    in vec4...
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    I trimmed the shader down to the essential parts...

    I trimmed the shader down to the essential parts for rendering the shadows, the actual shader has a lot more to it which doesn't have anything to do with the shadows, I figured it would be easier to...
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    Sorry, the video didn't show it very clearly....

    Sorry, the video didn't show it very clearly. Here is the same scene again with some debugging information:

    http://youtu.be/jvXxLbG3mOs

    At the top are the 4 cascades. All shadow frusta cover...
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    Thank you, that makes sense, I'll have to do some...

    Thank you, that makes sense, I'll have to do some more testing on that.
    However, that doesn't explain this behavior:

    http://youtu.be/1sghFGdwZVQ

    The bounds of the projection matrix go beyond...
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    The walls have the same width as the small block...

    The walls have the same width as the small block near the center of the image.
    If I move the 'origin' of the light source upwards, the artifacts become even more noticable:...
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    CSM / PSSM - Depth comparison

    I'm still a bit unsure about the implementation of cascaded shadow mapping.
    This is what it looks like at the moment:
    https://puu.sh/emP0l/e405322704.jpg

    At the top left are the 4 cascades - All...
  16. I've bought the book and tried to implement their...

    I've bought the book and tried to implement their algorithm, but I'm still having a bit of a struggle.

    The article says you have to find the minimum enclosing circle/sphere(MEC) of the cascade...
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    Found the issue. I didn't set the mipmap count...

    Found the issue. I didn't set the mipmap count for the texture to 0. Can't believe how many times I've run into this problem, I really should've learned by now.
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    textureCube always returns 0

    I'm trying to render part of a (depth) cubemap to a separate (2D) texture, however the glsl 'textureCube'-function always returns 0.

    Here's my frame buffer / texture generation code:


    unsigned...
  19. Shadow mapping behaving oddly after driver update

    Ever since I installed the latest drivers for my graphics card (AMD Radeon 7870) my shadow mapping hasn't been working as it used to.
    I've tried installing older drivers, but oddly that didn't help,...
  20. There's a newer book, ShaderX7. Do you know if I...

    There's a newer book, ShaderX7. Do you know if I can assume it still has the articles from the previous books, or does it have to be ShaderX6?
  21. Fit orthogonal projection matrix around shadow casters (CSM)

    I have already integrated an algorithm to find all possible shadow casters for a directional light, in and around the camera frustum. I then calculate the area that creates the tightest fit around...
  22. Still got some trouble with this, but I'm a step...

    Still got some trouble with this, but I'm a step further now. The reason for the different 'brightness' of the shadow for each cascade was because I hadn't specified the compare mode for the...
  23. Manually generate mipmaps for textures loaded using glCompressedTexImage2D

    I need to generate the mipmaps for my textures on the fly, but I can't use glGenerateMipmap. The initialization of the texture data is supposed to be done on a separate thread in the background,...
  24. Thanks. I'll try your suggestion and make do...

    Thanks. I'll try your suggestion and make do without a separate context for now, to see how it goes.
    One more thing, however:
    Not all of my textures have all mipmaps integrated to save space, and...
  25. Creating multiple OpenGL contexts with GLFW on different threads

    I'm using GLFW 3.0.4.
    I'm trying to improve my loading times by having all resources, including textures, loaded on a separate thread. Problem is, to actually use any opengl functions in a different...
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