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lisyarus
  • Member for 6 years, 5 months
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  • St. Petersburg, Russia
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Are stencil buffer dimensions required to match render target dimensions?
@simd I'm terribly sorry, apparently this answer is completely wrong :) I'll update it shortly.
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Artifacts while rendering sponza scene
Btw, you can use R10G10B10A2 format for normals to use less space than RGB32F (4 vs 12 bytes per pixel) while having more precision than with RGB8 format (10 vs 8 bits). You'll still have to manually remap normals from [-1,1] to [0,1] and back, though.
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Anti-Aliasing simple circle fragment shader
@lhf Naturally. However, the OP asked specifically about a circle.
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Anti-Aliasing simple circle fragment shader
@PaulHK Yep, in most cases when rendering simple geometry like lines & circles one can do manual AA without heavy MSAA or similar stuff.
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Artifacts Multi UV Branching on GPU
Do you use mipmaps? What happens if you disable them, e.g. use just GL_NEAREST filtering?
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Artifacts Multi UV Branching on GPU
It looks like this has to do with texture LOD calculation (which works by comparing texture coordinates in neighbouring fragments) being botched by this branching for some reason, though this shouldn't happen if u_material is a uniform. Did you test this on some other device?
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Good way of implementing an efficient tilemap renderer
How exactly are you drawing the tiles: one by one, or using batched rendering, or maybe instanced rendering? How many tiles do you have rendered when performance becomes an issue?
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OpenGL: read texture mipmap level 0 and render to same texture mipmap level 1
If I correctly understand the wiki article referenced in the comments to the linked question, setting the filtering mode to one that doesn't use mipmaps should be sufficient.
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