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Type: Posts; User: raga34

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  1. Replies
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    Hm, no... That seems to make the resulting image...

    Hm, no... That seems to make the resulting image light-order dependent (if you render lights A B C, you get a different result than if you'd rendered C B A). Because the renderer doesn't (and can't)...
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    For the first light pass when rendering a...

    For the first light pass when rendering a translucent object?

    I'll give it a go.
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    To clarify a little, the current opaque shaders...

    To clarify a little, the current opaque shaders produce a fragment color with:



    out_rgba = vec4(lit.xyz, 1.0);


    ... and the translucent shaders do exactly the same for the rest of the...
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    Issues with translucency (blending)

    Hi.

    I've followed the advice from:

    https://home.comcast.net/~tom_forsyth/blog.wiki.html#[[Premultiplied%20alpha]]

    edit: sorry, forum software breaks link - it really does have square...
  5. This is OpenGL we're talking about, yes? :D ...

    This is OpenGL we're talking about, yes? :D



    Nitpicking is appreciated!



    Yep, that much was already assumed.
  6. Question regarding the compatibility of multiple color attachments

    Hi.

    I'm writing a deferred renderer, targeting OpenGL >= 3.1. Assuming that I stick to the required color-renderable formats given in the spec - is it legal to have several color attachments of...
  7. I've just discovered that this is only an issue...

    I've just discovered that this is only an issue with the specular terms. Clearly I'm doing something with respect to alpha that breaks commutativity.
  8. I think you're right, I'm just unable to prove it...

    I think you're right, I'm just unable to prove it currently.
  9. To clarify, the differing blending modes...

    To clarify, the differing blending modes indicated are only for translucent/transparent objects.

    Rendering opaque objects is simple (ONE, ONE) additive blending all the way and that is definitely...
  10. Is blending of multiple light sources for translucent objects noncommutative?

    Hi.

    I have a basic forward renderer. The architecture is fairly unsurprising: First, opaque objects are batched by lights and then for each light, the opaque objects belonging to that light are...
  11. Very nice, thank you! Would never have come up...

    Very nice, thank you! Would never have come up with this by myself...
  12. Apologies for the delay in getting back to you! ...

    Apologies for the delay in getting back to you!



    Unfortunately, I can't use this one as it'd limit me to >= 4.3.



    Could you elaborate a little on this one? Specifically the fragment...
  13. Er, the intention is to accumulate the upper and...

    Er, the intention is to accumulate the upper and lower bounds of the positions of vertices, obviously. Realize I never actually said that.
  14. Accumulating min/max bounds with transform feedback?

    Hi.

    I'm doing GPU skinning with transform feedback. Specifically, I'm deforming a mesh given as object space coordinates, resulting in a mesh also specified in object space coordinates.

    I'd...
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    OK, thanks. Makes sense that I would have to...

    OK, thanks. Makes sense that I would have to perform clipping to get the correct results.
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    Screen-space bounds of an object

    Hello.

    I'm working on a small project where I need to calculate the screen-space bounds of a rendered object in order to provide a region for glScissor. To my surprise, this has turned out to be...
  17. Yes, seems like attenuation was the problem....

    Yes, seems like attenuation was the problem. Evidently there was a negative infinity being introduced that was clamped into nonexistence when the target was an RGBA8 framebuffer. Thanks for pointing...
  18. This seems like a possibility; the blue area...

    This seems like a possibility; the blue area starts at the exact radius of the red light. The RGBA8 framebuffer may be masking the issue. Will investigate.

    I should mention that, individually, the...
  19. Strange issue with additive blending of floating point texture framebuffer

    Hello.

    I have a simple renderer that renders spherical lights. The renderer simply renders one pass
    per light, blending the results with additive blending, writing the results to a texture. The...
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    THANK YOU This was what was consistently...

    THANK YOU

    This was what was consistently screwing up the test implementations I tried to write.

    I'd been trying for a few days to get something working, and when it failed, I decided to start...
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    I see, makes sense. However: In this case,...

    I see, makes sense. However:



    In this case, no, I don't think so. For this particular program, there are various other issues involved that mean that I do have to do the ray casting in world...
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    From window coordinates to world coordinates

    Hello.

    I've read various tutorials on "3D picking" around the web, but most of them seem to be either self contradictory, wrong, or gloss over points without explanation. I've searched the forum...
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