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Type: Posts; User: Silverlan

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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...
  10. 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...
  13. 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,...
  14. 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?
  15. 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...
  16. 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...
  17. 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,...
  18. 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...
  19. 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...
  20. I've tried it with various different values,...

    I've tried it with various different values, 0.25, 0.75, 0.18, etc, the result is always '64' for all pixels.


    I have an AMD card and it's working fine, but thanks, I'll remember that.
  21. I had the compare function set to GL_LEQUAL, but...

    I had the compare function set to GL_LEQUAL, but apparantly I forgot to actually enable it. The parameters are now:


    glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER,GL_NEAREST);...
  22. Hm... Still having a bit of trouble with the...

    Hm... Still having a bit of trouble with the shader.
    Using glClear works as expected now:


    glClearColor(0.f,0.f,0.f,0.75f);
    glClear(GL_COLOR_BUFFER_BIT);
    glClearColor(0.f,0.f,0.f,1.f);...
  23. Well I'll be damned. The scissor test was the...

    Well I'll be damned. The scissor test was the problem, I still had it active from a different test.
    Thank you.

    // Edit:
    Well, the glClear-Call works now, but still no luck when trying to render...
  24. Cascaded shadow mapping - Texture lookup and depth comparison

    I'm trying to implement cascaded shadow mapping in my game engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is...
  25. Can't draw to the alpha component of a single channel texture after creation

    My texture has a single channel only, however I can't seem to change its contents other than at the time of creation:


    glDisable(GL_DEPTH_TEST);
    unsigned int frameBuffer;...
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