3
votes
Is Relief Mapping techniques being used these days?
"Relief Texture Mapping" is comparable to "Parallax Occlusion Mapping" (POM). POM is common in rendering systems/games and more popular then the "Relief Texture Mapping" ...
3
votes
Accepted
Which coding strategies exist to handle opengl texture size limit?
First, a correction:
GL_MAX_TEXTURE_SIZE contains 3379
No, it does not. That is the value of the GL_MAX_TEXTURE_SIZE enumerator (0x0D33). The actual ...
2
votes
Accepted
GLSL trying to bind two different layers from the same texture array as images. Should it work and if so what am I doing wrong?
There is no such thing as an "in image" and an "out image". There are just images used for load/store operations. A particular image can be write-only or read-only, but what "...
2
votes
Accepted
Conditionally sample from texture in shader
How can I conditionally decide in the shader whether to sample from the texture or not?
Abstractly, this is simple:
Add a vertex attribute that specifies whether to use the texture or not. Set that ...
2
votes
Why do texture samplers seem to bleed into other instances when rendering multiple instances of the same mesh with differing textures
I finally got an answer on the AMD Forums.
The issue was that you need to tell the GPU when you plan on indexing resource arrays with non uniform values.
My shader now looks like this:
...
1
vote
Choosing width of data for signed distance field texture
Here are some thoughts:
Absolute SDF value clamping, large absolute values of the SDF will not improve the quality of the rendered text. So clamping the values will ensure that you can get higher ...
1
vote
Accepted
OpenGL texture unit bindings - Why is a single texture mapped to both texture units when each are individually assigned?
Fixed. I feel pretty silly. When I set glActiveTexture it primes the OpenGL context to set the active texture for all subsequence texture binds. Thus the bind at ...
1
vote
Accepted
Can I copy one texture to another perfectly with texelFetch()
You should take a look at the layout qualifier identifiers (see here). The usual range is [0.5, 1023.5] for a viewport size of 1024, So it is the Pixel center. But when casting it to ivecX to hand it ...
1
vote
Accepted
Distortion or Aliasing of a UV Sphere
This problem might occur, because the most left vertices and the most right vertices are connected while the UV coordinates (texture coordinates) are 1(right) and 0(left)... so the whole texture is ...
1
vote
Accepted
Why are my OpenGL mipmaps and MSAA bad?
Why does the wavy white line on the tennis ball texture seem to be at the wrong mip level, with blocky artifacts ?
I could be wrong, but those blocky artifacts look like compression artifacts, not ...
1
vote
Accepted
Opengl Texture top row pixels are garbage
After a lot of research, i finally found the problem. glTexImage2D expects the data to be padded. I had to use glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
to ask opengl ...
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