New answers tagged

0

Looking for answer for similar question, I found that work: http://www.cse.chalmers.se/~uffe/xjobb/bowald_final_master_thesis_v2.pdf It is based on automatic grid placement which depends on scene voxelization. Inspired by this I developed similar technique: First scene is voxelized with small voxel size (binary voxelization for memory saving) Result is ...


1

After coming back to the problem now with a fresh pair of eyes, I have managed to find my mistake. Ad Question 1 Yes, the formula is correct. The problem is hidden in the tangent and bi-tangent . When performing normal mapping, the tangent frame has to be perpendicular to the mapped normal, otherwise the term will not carry any information about the ...


6

There are explicit rules in the OpenGL specification about invariance guarantees. For the purpose of this discussion, these rules boil down to the following. Given a particular series of vertex processing shaders (VS, tessellation, and GS), there are some set of input values, uniforms, and the like which lead to the computation of the final gl_Position ...


2

That would be because the GPU is deterministic. For the same inputs (vertex positions) it should produce the exact same per pixel depth outputs. Z-Fighting usually occurs with polygons with different vertex positions but still on the same plane, so interpolation rounding errors show up as differences and hence Z-fighting.


Top 50 recent answers are included