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5
votes
1answer
176 views

physically based shading, how to combine specular & diffuse parts?

After writing 'standard' phong & blinn shaders for a while, I recently started to dabble in physically based shading. A resource that helped me a lot are these course notes, especially this paper ...
1
vote
0answers
138 views

How to shade hair (line segments) correctly in GLSL

I render my hair geometry in line segments. The problem I have is with the correct shading of the hair. From what I've read I understood that I need the direction of the line segment and the ...
0
votes
0answers
150 views

OpenGL shading doesn't work with different projection and view matrices?

I found an online (public-domain) code to do marching cubes, and I am trying to adapt this code to work in my own project. The code uses GLUT and "older-style" OpenGL, whereas I am using GLM and ...