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  1. OK. What's the closest analogy? Would that be via...

    OK. What's the closest analogy? Would that be via interface blocks or something similar?



    It was just an example to demonstrate that m_model could vary per-instance.
  2. Uniform equivalent of instanced arrays in 3.3 core?

    Hi.

    Instanced arrays can be used to provide per-instance data to a shader via something that looks like a vertex attribute (according to...
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    Makes sense, thanks!

    Makes sense, thanks!
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    Logarithmic depth: Why w + 1?

    Hi.

    I'm implementing the logarithmic depth buffer as described in:

    http://outerra.blogspot.co.uk/2013/07/logarithmic-depth-buffer-optimizations.html

    But nowhere in any of the articles that...
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    An up-to-date description of FXAA?

    Hi.

    I'm implementing FXAA, and in typical style for an algorithm that everyone and his dog has implemented, the available information on the algorithm seems to be pitiful.

    There's the original...
  6. Found it. When a directional light is...

    Found it.

    When a directional light is evaluated, it disables culling (as directional lights are implemented by rendering fullscreen quads). The code path for the projective light case forgot to...
  7. To clarify: The issue only occurs in scenes...

    To clarify: The issue only occurs in scenes containing the combination of projective and directional lights. It doesn't occur with spherical/point and projective lights, or spherical/point and...
  8. First, the empty scene: ...

    First, the empty scene:

    http://waste.io7m.com/2014/10/11/scene_A_0.png

    Directional:

    http://waste.io7m.com/2014/10/11/scene_A_1.png

    Projective:
  9. Bizarre order dependency with directional and projective lighting

    Hi.

    I was surprised today to find a strange issue with my renderer.

    The way the renderer works is that lights are added to the scene, and the renderer will apply the lights in an arbitrary...
  10. Thanks, that's given me enough to go on to...

    Thanks, that's given me enough to go on to dissect it fully.

    I've actually implemented it and it seems to work well for all inputs, but I don't like to have essentially magic equations just...
  11. Derivation of Crytek's "spheremap transform" normals?

    Crytek's famous "A bit more deferred" presentation gives the following equations for storing view-space normals in two components:

    Storing:



    G=normalize(N.xy)*sqrt(N.z*0.5+0.5)

    ...
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    Hm, just so I'm sure: eye.z = near * far /...

    Hm, just so I'm sure:



    eye.z = near * far / ((depth * (far - near)) - far);


    This will reconstruct the eye space Z value regardless of the type of projection, yes?

    I think the answer's...
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    I've just realized that this only works if using...

    I've just realized that this only works if using a perspective transform. Is this expected?

    In the renderer I've developed, I allow the use of ordinary glFrustum style perspective matrices, or...
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    Ok. This was actually the main issue: Could I...

    Ok. This was actually the main issue: Could I store something that isn't a post-projective depth in the depth buffer and expect to still get sane results out of it. From what you've said and from...
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    Storing normalized linear depth?

    I've written a working deferred renderer. Currently, my g-buffer contains (amongst other things):

    A 24/8 depth/stencil texture, in which is stored the usual post-projective scene depth.
    An R32F...
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    Found the cause of the upside down images, at...

    Found the cause of the upside down images, at least. The sign of the Z component was flipped:



    float pl_nz = (pl_dir.z + -1.0);


    Should have been:
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    Dual paraboloid shadow mapping confusion

    I'm attempting to implement dual paraboloid shadow mapping to provide omnidirectional shadows for point lights. I've already implemented cube map shadows and ordinary directional projective shadows,...
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    Hm, no... That seems to make the resulting image...

    Hm, no... That seems to make the resulting image light-order dependent (if you render lights A B C, you get a different result than if you'd rendered C B A). Because the renderer doesn't (and can't)...
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    For the first light pass when rendering a...

    For the first light pass when rendering a translucent object?

    I'll give it a go.
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    To clarify a little, the current opaque shaders...

    To clarify a little, the current opaque shaders produce a fragment color with:



    out_rgba = vec4(lit.xyz, 1.0);


    ... and the translucent shaders do exactly the same for the rest of the...
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    Issues with translucency (blending)

    Hi.

    I've followed the advice from:

    https://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]]

    edit: sorry, forum software breaks link - it really does have square...
  22. This is OpenGL we're talking about, yes? :D ...

    This is OpenGL we're talking about, yes? :D



    Nitpicking is appreciated!



    Yep, that much was already assumed.
  23. Question regarding the compatibility of multiple color attachments

    Hi.

    I'm writing a deferred renderer, targeting OpenGL >= 3.1. Assuming that I stick to the required color-renderable formats given in the spec - is it legal to have several color attachments of...
  24. I've just discovered that this is only an issue...

    I've just discovered that this is only an issue with the specular terms. Clearly I'm doing something with respect to alpha that breaks commutativity.
  25. I think you're right, I'm just unable to prove it...

    I think you're right, I'm just unable to prove it currently.
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