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Type: Posts; User: saski

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  1. Yeah I was afraid that there is no "magic" and...

    Yeah I was afraid that there is no "magic" and that the "mesh" has to be fixed somehow. I've added full float32 precision and used VBO/IBO to fast index the geometry. But the issue still remains....
  2. Howto deal with floating point roundoff Issues in 3d geometry

    Hello,

    I have a 3D world surrounded by a Skybox. Due to the nature of the geometry it has many floating point coordinates that were rounded off during creation. This leads to undisired small...
  3. 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....
  4. 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...
  5. 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
  6. 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...
  7. 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...
  8. 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...
  9. 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);
    ...
  10. 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 |...
  11. 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)...
  12. 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...
  13. 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],...
  14. 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...
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    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...
  16. hi! take a look at my last thread:...

    hi! take a look at my last thread: http://www.opengl.org/discussion_boards/showthread.php/180940-Deferred-shading-and-light-volumes?p=1248303#post1248303

    regards
    saski
  17. 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,...
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    9,108

    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,...
  19. Replies
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    9,108

    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...
  20. Replies
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    9,108

    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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    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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    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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    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...
  24. Replies
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    Deferred shading and light volumes

    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...
  25. 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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