Ok got it, thanks a lot!
Type: Posts; User: RealtimeSlave
Ok got it, thanks a lot!
GL_TEXTURE_BASE_LEVEL == 0
GL_TEXTURE_MAX_LEVEL == 1000
Does this mean 1000 mip maps will be generated by glGenerateMipmap() if the image size would allow it (that must be a huge...
I am using textureLod to draw a texture using a specific mip map level.
The mip map level is controlled via the parameter lod and I can see that
setting lod to 0.0 selects the highest...
Ah wait, maybe I already found the problem. Seems that I just exceeded the maximum number of render targets.
void glBindFragDataLocation(GLuint program, GLuint colorNumber, const char * name);
According to this page:
Thanks a lot! This is exactly what I need.
I use a color texture as GBuffer to store in the RGB part a normal and in the A part a specular value.
The GBuffer is bound as 2nd render target (MRT).
Now I am wondering if it is...
Thanks god I just found out what I am doing wrong!!! :D
The problem was, that I calculated Depth in the vertex shader and then passed it as varying to the fragment shader!
This of course is...
I just found a way to get a dynamic bias which seems to reduce the issues:
float Bias = 0.5 * (1.0 - clamp(Depth, 0.0, 1.0));
edit Hm no not really, the issue is still there for...
I have an omni directional light source with a shadow cube map:
Works fine so far BUT... as you can see there are some artifacts on the front face of the box (marked red in the...
Probably I just found the answer here:
Can somebody confirm this is how it is done usually?
I have a scene rendered into the six sides of a depth cube map from an omni light position using a 90°FOV.
So far so good.
Now in the fragment shader I somehow need to compare
I see, thanks!
Alright, got it! Thanks
Thanks for the clarification!
are changes made with glDrawBuffer or glDrawBuffers stored in the state of current GL_DRAW_FRAMEBUFFER
and changes made with glReadBuffer stored in the state of current...
I see lots of code around the web where the following is done:
But looking into the manual glDrawBuffer (in contrast to glReadBuffer and...
So basically I would like to render each side of the cube map as a 2D image to the screen but I don't know how to do this since the cube map handle is a GL_TEXTURE_CUBE_MAP and not a GL_TEXTURE_2D.
thanks. I already have the shader for depth buffer linearization.
My question was more about how to render each side of the cube because
the cube texture was generated with...
I created a shadow cube map consisting of 6 frame buffer objects (with only a depth texture attachment), one for each side:
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...
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:...
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" +...
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...
as explained in this article...
...I would like to split my lighting into ambient pass and a pass for...
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...