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| Some recent topics started on our forums | |
| Deferred Global Illumination | I started new GI renderer, using OpenGL 3.2. I create multiple point lights to simulate GI, and use deferred shading to render them. With nv_explicit_multisample, I have real antialiasing (not edge-blur-filter). http://dabroz.scythe.pl/2009/09/15/de... |
| Posted September 16, 2009 4:45:34 PM | |
| FPS game | This is pretty old screen, beginning of October 2009. Its basically dynamic-only lighting (but no deferred lighting at that time) with SSAO. HUD was added as separate layer (we were testing a lot of different HUDs at that time). Map was created in Va... |
| Posted January 4, 2010 9:48:54 AM | |
| FBO + multisample + RA textures | I have problem with using RA (LUMINANCE_ALPHA) textures with FBO & multisampling. If I create RA16F multisample rendertarget and render scene and then downsample it to "normal" RA16F rendertarget, I lose alpha channel. However, if I use RGBA16F a... |
| Posted June 27, 2009 1:29:10 PM | |
| CG doesn't work with OGL 3.0 /OGL 3.1Forward Context | If I create normal OGL context (without using WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB) everything works fine. But with WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB set, CG finds no profiles (PROFILE_UNKNOWN) and doesn't work at all. Also generates some OGL... |
| Posted June 27, 2009 1:25:57 PM | |
| Setting matrices in CG very slow | I have a performance issue in my OpenGL application. I am rendering objects using VBO but FPS is very low. I found that the code responsible for this slowdown is cgGLSetMatrixParameterfc. I used is to pass transformation matrix from physics en... |
| Posted July 19, 2008 8:10:07 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| FPS game | Map geometry is stored just as triangles. Additionally we store pre-cooked PhysX static mesh and recast+detour navigation data. |
| Posted January 4, 2010 4:16:36 PM | |
| Deferred Global Illumination | Hello, unfortunately the only known driver to support OpenGL 3.2 is Nvidia 190.57. Anything else crashes. I backported it to OpenGL 3.1 and while it works on most new NV drivers, still crashes on ATI. I will post full source code soon,... |
| Posted September 26, 2009 6:58:48 PM | |
| [Solved] OpenGL picking and more | OnMouseClick (x, y): SetShader("color_picking"); RenderScene(); object * o = GetObjectFromColor(GetColor(x, y)); |
| Posted September 17, 2009 9:24:41 AM | |
| Deferred Global Illumination | I fill the scene with lights as evenly distributed as possible. There are no secondary bounces -- this would increase number of lights to unacceptable number (too many lights and scene starts to look like low-res photon mapping, a lot of little splas... |
| Posted September 17, 2009 6:19:49 AM | |
| [Solved] OpenGL picking and more | Color picking is just fine and easiest to implement. |
| Posted September 16, 2009 7:59:11 PM | |
| deffred lighting and Anti-alising | You can read my little tutorial: http://dabroz.scythe.pl/2009/09/16/explicit-multisample-real-antialiasing-in-deferred-shading |
| Posted September 16, 2009 5:18:06 PM | |
| Protecting shader code? | Sure, and what next? This? glCompileShader(...) glCompileShader(...) glLinkProgram(...) glConnectToDRMServer(...) glAuthorizeShader(...) |
| Posted September 16, 2009 7:41:06 AM | |
| GL_SMOOTH - Not so smooth ? | Sorry, didn't notice that. Well is rather seems that you are assigning normals to incorrect vertices so normals are smooth but broken. |
| Posted September 11, 2009 12:33:24 PM | |
| GL_SMOOTH - Not so smooth ? | In order to have smooth faces, you need to specify per-vertex normal (as opposed to per-face normal you have now). |
| Posted September 11, 2009 9:52:55 AM | |
| Choosing the Best Rendering Techniques | Maybe you could store mesh data in VBO, and all displacement data in a texture (applied to model in vertex shader). |
| Posted July 14, 2009 4:07:02 AM | |
| View All Replies Made By This User | |