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Some recent topics started on our forums |
Deferred Global Illumination
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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
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FPS game
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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
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FBO + multisample + RA textures
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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
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CG doesn't work with OGL 3.0 /OGL 3.1Forward Context
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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
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Setting matrices in CG very slow
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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
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Some recent replies made on our forums |
FPS game
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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
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Deferred Global Illumination
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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
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[Solved] OpenGL picking and more
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OnMouseClick (x, y):
SetShader("color_picking");
RenderScene();
object * o = GetObjectFromColor(GetColor(x, y)); |
Posted September 17, 2009 9:24:41 AM
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Deferred Global Illumination
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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
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[Solved] OpenGL picking and more
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Color picking is just fine and easiest to implement. |
Posted September 16, 2009 7:59:11 PM
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deffred lighting and Anti-alising
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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
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Protecting shader code?
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Sure, and what next?
This?
glCompileShader(...)
glCompileShader(...)
glLinkProgram(...)
glConnectToDRMServer(...)
glAuthorizeShader(...)
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Posted September 16, 2009 7:41:06 AM
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GL_SMOOTH - Not so smooth ?
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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
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GL_SMOOTH - Not so smooth ?
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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
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Choosing the Best Rendering Techniques
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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
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