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1. Thread: Fast way to clip non lit pixels in a lightvolume

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468

Yeah I thought so. found a nice tutorial also...

Yeah I thought so. found a nice tutorial also http://ogldev.atspace.co.uk/www/tutorial43/tutorial43.html
But I'm a little fuzzy on how to combine the shadow cubemaps with deferred stencil lighting....
2. Thread: Fast way to clip non lit pixels in a lightvolume

Replies
4
Views
468

Fast way to clip non lit pixels in a lightvolume

Hello,

currently I'm working on a deferred shader engine with dynamic pointlights. To reduce fragment shader invocations I use stencil lightvolumes. However the result shows many lit pixels in...

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4
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568

Oh yeah, q quick look at the actual glFrustum()...

Oh yeah, q quick look at the actual glFrustum() implementation gave me a clue. Thank m8
4. Thread: Using stencil lightvolumes in forward rendering?

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0
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227

Using stencil lightvolumes in forward rendering?

hello,

I wonder if this can be done. Suppose you have a relatively simple game geometry with small local lightsources. Suppose also that the engine can clip many polygons (but not all) the light...
5. Thread: deferred stencil lights and the 3d math jazz

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0
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268

deferred stencil lights and the 3d math jazz

hello all,

I'm having trouble understanding the math behing lightvolumes in a deferred shading process. I've implemented a solution that works but I don't exactly understand why it works the way...

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4
Views
568

I took a closer look at your function...

I took a closer look at your function PositonFromDepth_DarkPhoton(). It seems that You do not apply a transposed inverse projection matrix. Isn't this neccessary? Instead you're using...

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4
Views
568

Question about reconstructing World Position from depth buffer

Hello,

I'm trying to reconstruct the world position of my geometry in my deferred shader like this:

vec2 texcoord = vec2(gl_FragCoord.x / screenres_x, gl_FragCoord.y / screenres_y);
...
8. Thread: Updating GL_ELEMENT_ARRAY_BUFFER causes performance feedback warnings on Intel MESA

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1
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463

Never mind, ... ...

Never mind,

...
glExt_glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vao->iboid);
idxbuf = glExt_glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, offset, locksize,
GL_MAP_WRITE_BIT |...
9. Thread: Updating GL_ELEMENT_ARRAY_BUFFER causes performance feedback warnings on Intel MESA

Replies
1
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463

Updating GL_ELEMENT_ARRAY_BUFFER causes performance feedback warnings on Intel MESA

Hello,

updating the GL_ELEMENT_ARRAY_BUFFER always causes the performance feedback of the Intel Mesa driver to complain like:
Using a blit copy to avoid stalling on glBufferSubData(0, 216) (0kb)...

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4
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661

That might be a clue. 16bit rgb = 6 bytes = non...

That might be a clue.
16bit rgb = 6 bytes = non power of two while
16bit rgba = 8 bytes = power of two.

If it's true than I'd be wasting 2 bytes. That doesn't sound like much but when you...

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4
Views
661

Question about FBO and 16Bit RGB Half Float textures

Hello,

I'm unable to create a 16 bit float texture with RGB channels for an FBO.

This attempt fails with GL_FRAMEBUFFER_UNSUPPORTED:

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB16F, dim[0],...

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3
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780

Using Uniform Buffer Objects (UBO) in Fragment Shaders

Hello,

recently I've being toying with UBOs to pass light data (position, color, radius) to my fragment shader. After getting terrible performance results I'm starging to wonder if what I did...
13. Thread: static lightmap on large polygons

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1
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678

static lightmap on large polygons

Hello,

I'm working on a glow effect that illiuminates lower parts of walls if the floor in my scene has a glowing texture. My problem: I cannot use any texture atlas or uv lightmaps and the wall...

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3
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1,399

regards
15. Thread: Accessing FBO during deferred light pass with combined stencil/depth buffer

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3
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1,399

Accessing FBO during deferred light pass with combined stencil/depth buffer

Hello,

I've hit a problem during my attempt to write a deferred light shader using stencil light volumes. The combined depth/dtencilbuffer setup looks like this:

glGenTextures(1,...

Replies
13
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8,145

Never mind! Found the solution. It is always a...

Never mind! Found the solution. It is always a good Idea to watch the stencil buffer ranges when incrementing/decrementing :whistle:

Doing:

glStencilOpSeparate(GL_FRONT, GL_KEEP,...

Replies
13
Views
8,145

Hello, I'm still struggeling with the light...

Hello,

I'm still struggeling with the light volume artifacts described in my last post. stupid question: Why is the light volume only being culled by the depth-test? This seems to be the problem...

Replies
13
Views
8,145

Hi, I've made some progress using the stencil...

Hi,

I've made some progress using the stencil culling and it amlost works :). There is however one more issue: Depending on the view of the camera the stencilbuffer seems to have trouble culling...

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13
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8,145

Hi Dark Photon, again thanks a bunch for your...

Hi Dark Photon,

again thanks a bunch for your patience and your effort. and this time I believe I finally got it :)
Image below shows basically the sphere after some code tweaks. There is a...

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13
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8,145

Hi, @thokra: You're probably right that tiled...

Hi,
@thokra: You're probably right that tiled shading is the best way to go. I'm kinda new to Shading and don't know too much about OpenCL so I'll give it a shot after I've got the oldstyle light...

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13
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8,145

Hi Dark Photon, first I'd like to thank you...

Hi Dark Photon,

first I'd like to thank you for your time explaining to me the details. But I still don't get the whole picture.

Let me see if I got this: What you mean exactly with on top...

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13
Views
8,145

Hello,
currently I'm trying to optimize my deferred shading by using lightvolumes to process only those fragments that are affected by the lightsource. I've read many tutorials and I'm very confused...

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5
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1,097

oh yeah now I see my mistake! the GL_BLEND...

oh yeah now I see my mistake! the GL_BLEND totally slipped me.

Thanks very guys much for the quick help!!!!

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5
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1,097

hi, well I assume that the shader compiles...

hi,
well I assume that the shader compiles correctly. glGetShaderiv() always returns a good status and there are no warnings whatsoever. And there is no random "jittering" in the scene. the depth...

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5
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1,097

Problem accessing MRT samples in deferred shading

Hello,

I've played around with deferred shading recently and during several optimization approaches I've tried to pack additional values like specular or ambient factors in already existing...
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