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Type: Posts; User: Bram Ridder

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  1. Maybe contract the author himself:...

    Maybe contract the author himself: http://ogldev.atspace.co.uk/contact.html
  2. This might not be the best forum for setting up...

    This might not be the best forum for setting up your IDE. Have you checked the Code::Blocks forums?
  3. Check out:...

    Check out: http://ogldev.atspace.co.uk/www/tutorial38/tutorial38.html

    That is the tutorial I based my code on. It seems a bit much to ask for a full implementation given your preferable OpenGL and...
  4. Yeah, if I go over that limit then it does break...

    Yeah, if I go over that limit then it does break (tried 162 and got some crazy effects).


    Does the latest DOOM not use texture atlases for their depth maps? At this stage I do not know the pros...
  5. Thanks :). I used to use 4 * #lights + 3,...

    Thanks :).


    I used to use 4 * #lights + 3, now I only use 5 or so. So thay might explain it. I even get the speedup with very simple scenes where all vertices are withing the frustrum and none of...
  6. Well, I just want to know what these values mean....

    Well, I just want to know what these values mean. Because it seems to me that I am going over these limits with the number of textures I use, yet everything works fine.
  7. GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS returns 32 as...

    GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS returns 32 as well. It is actually an AMD card: SAPPHIRE Radeon RX 580 NITRO+ 4 GB GDDR5.
  8. Quick update. I implemented some of your...

    Quick update. I implemented some of your recommendations and I have successfully rendered a scene with 56 lights (including shadow maps)! I now use two UBOs, one for the view and projection matrix...
  9. Brilliant! Thanks for the very insightful replies.

    Brilliant! Thanks for the very insightful replies.
  10. Thanks for the very helpful feedback. I agree...

    Thanks for the very helpful feedback.

    I agree that using TextureProjGrad() or textureProjLod() is one way to solve this problem. Although, as Dark Photon mentioned, I need to check whether doing...
  11. Best solution for dealing with multiple light types

    Hi all,

    I am working on my own 3D engine and I recently ran into an issue when trying to combine different light types using a single shader. Multiple lights of a single type work fine, but when I...
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