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Type: Posts; User: fredvam

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  1. Hello, normal mapping is something I already...

    Hello, normal mapping is something I already support. Parallax, relief mapping etc generate superior results
  2. OpenGL 4, problems following opengl.org tutorial (Parallax)

    The tutorial points to deprecated GLSL calls, I have issues following its example, any help would be greatly appreciated (http://www.opengl.org/sdk/docs/tutorials/TyphoonLabs/Chapter_4.pdf)

    From...
  3. Alright, thanks for the reply. I expected this...

    Alright, thanks for the reply. I expected this was the only way to determine the property of a particular fragment in the light pass. I added another texture to be stored on the g-buffer, performance...
  4. Most efficient way to store "material" properties geometry pass, to the light pass.

    This question is regarding deferred shading

    I was looking for an alternative way (if any) of storing material properties (i.e specularity level, material type etc) from geometry pass to the light...
  5. Thanks for the response. I noticed that I had an...

    Thanks for the response. I noticed that I had an typo in my first leading paragraph using the words "forward renderer", might been misleading (sorry!) (Fixed that)

    Unless I am totally mistaken,...
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    Solved

    I solved this issue, not sure how to edit the original title (seems to be locked for edit after some period)

    Will incorporate the fix in original tutorial, if the fix is working well for everyone....
  7. A few issues with Shadow mapping & Deferred Shading

    My goal, quoted perfectly on stack overflow as follows:

    An user tried to shadow map with an deferred renderer, calculated the shadow cords as if it was an forward renderer, and got the reply:

    ...
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    Good point, added some debug overlay (from...

    Good point, added some debug overlay (from gbuffer), cant see it in the depth, normal, tangent textures either. So it happens in the geometry pass. Narrows it down a bit.
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    No change :(

    No change :(
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    Deferred renderer issue on AMD only

    Based on this tutorial,
    I had allot of problems getting AMD based GPU's to work.

    I will post snippets of code bellow to detail the issue, but a simplistic explanation of the issue is that there...
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    alright, as for the word "project", think of a...

    alright, as for the word "project", think of a TV-projector, projecting to a 2D screen on the wall. That's what this function does (figures out the point X, Y). So i want to project :p
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    i think you misunderstood my question, i do mvp...

    i think you misunderstood my question, i do mvp in the passes before posteffect. As i stated before, this is a purely a 2D pass. I need to transform 3D vectors into screen cords. But anyway, thanks...
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    ok posting the vertex shader as well, I just draw...

    ok posting the vertex shader as well, I just draw a quad in this post processing pass, so this part should stay unchanged, however, should i perhaps multiply the projection as you say, on the C++...
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    GLM::Projection questions

    I am trying to understand projection with glm, the textbooks and references I use refers to gluProject, however I use GLM for everything and it is deprecated for the version of OpenGL (4) I use.

    I...
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    You are right about the missing mat3 cast, AMD...

    You are right about the missing mat3 cast, AMD did not catch this when i queried for errors (after compiling the shader) so they did an implicit cast for me...

    Did some quick tests on a Nvidia...
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    OK i appreciated the clarification on uniforms,...

    OK i appreciated the clarification on uniforms, doing the test you mentioned also confirms that the input into the two shaders are correct. I think i need to do some more tests as there are an issue...
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    OpenGL 3/4 & uniforms

    Hello, i have a vertex and a fragment that are linked together, that i feed an uniform of type integer that i use in a loop locally in each shader (does num lights)

    Problem i am having is that is...
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