New answers tagged graphics-programming
turns out you have to be careful with your macros #define height(x, y) hmInfo.heightMap[(y*cols) + x].y The y on the end was replaced by the macro Working version #define height(a, b) hmInfo.heightMap[(b*cols) + a].y Im supprised how this compiled and even worked without breaking
I haven't worked on this problem personally so I probably missed a lot of the nuances but I have managed a project where we implemented just this sort of scattering model. We actually did this twice, once for a forward rendered pipeline and again for a deferred lighting pipeline. In both cases we did everything in screen space with what little dynamic data ...
I'm confused as which to which matrix I should apply the translation matrix and in which order. OpenGL mixes camera and model transformations which is highly unintuitive at first (GL_MODELVIEW). Read the tutorials at the end on my answer to better understand things. I'm almost certain I should not use glMatrixMode(GL_PROJECTION) True. ...
The main reasons people use the xyY color space are: It cleanly separates luminance (brightness) and chromaticity (color content) The chromaticity part (xy) has the same range, namely [0, 1], no matter how bright or dim the color is All physically realizable colors lie within [0, 1] in xy. (The Y component is unbounded.) You can convert an arbitrary ...
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