New answers tagged

0

To answer my original question: "is doing transform feedback while rendering vertices not possible?" No. It is possible, but not directly like my original code was trying to do. It appears (somebody please tell why I'm wrong if I've still got this wrong, 8^)) that what's prohibited is performing rasterization and transform feedback in the same GLSL ...


1

I'm not entirely sure about this case, but at least with some APIs I've worked with, there's a "maximize window" option. The bands that you're having is most likely because the window isn't maximized (isn't fullscreen) and so the computer makes no effort to align it with the edges of your screen. The reason why the window dimensions are funky are ...


3

A simple spherical light volume can be computed as a post processing effect by drawing a cube with the face winding direction reversed (left hand winding vs right hand winding). This displays the interior of the cube. This gives a nice "halo" effect to lights. Compute the intersection of a ray with a sphere that is fitted to the cube inside the ...


1

To reproduce the distortion in the image you would have to apply the model-view-projection matrix and then divide by $w$. If you use a projection matrix that flips $Z$ then you would get an inverted version. For more details on the transformations that occur for a perspective projection to happen see: http://www.songho.ca/opengl/gl_projectionmatrix.html http:...


1

I found the problem. Maybe this answer helps someone since there isn't much discussion on the topic. I was doing the following change of coordinates in the frequency domain to fit the values on the 256x256 matrix: (n, m) = (x-N/2, y-N/2) where N, n and m appear in the ocean waves' paper and x, y are the coordinates of the matrix. Then I modified the change ...


0

The blockiness of the shadows in your screenshot looks to me like the expected results from using the hardware bilinear PCF to sample the shadow map. Unfortunately this is just not a very good filter. It's necessary to use a wider filter to get smooth shadows. This could be as simple as doing multiple bilinear PCF samples at offset locations, and averaging ...


1

Getting high quality shadows from Cascade Shadow maps with (relatively) low resolution shadow maps is a process. I recommend taking on different aspects one at a time. Here are few generic suggestions... Shadow transitions between cascade zones can be handled by allowing the cascades to overlap by a small amount then computing a lerp value for each zone. The ...


Top 50 recent answers are included