Tag Info

New answers tagged

0

This effect is likely done with blending modes. http://blogs.adobe.com/webplatform/2014/02/24/using-blend-modes-in-html-canvas/ You would create a gradient light texture like: and set the composition/blending mode to either additive or multiply (or some other mode for a different effect) and then draw it on top of the area you want lit up. I'll see if i ...


0

I didn't use normals (bind them, set them, etc) on my VBO, but they were already on my immediate mode cubes.


10

In deferred shading all the material properties are rendered into the G-buffer, e.g. albedo, normals, roughness, metalness, etc. that are needed for BRDF evaluation. After this step shading is performed for pixels within light volumes using light and material properties as input to the BRDF. The problem with deferred shading is that more complex BRDF's (e.g. ...


1

This sounds to me like a pixel mapping issue. First try varying the resolution to see if the problem appears on other systems and whether a resolution change affects it on the problematic device. When rendering the sprite needs to be mapped to screen space. Let's say its a 400x400 resolution and your drawing 12 blocks horizontally. That means your 32 width ...


1

This needs to be done when you create the Box2DLight's Light object. You can fix this by setting the setSoftnessLength(float) on the Light object. For example: m_Light = new ConeLight(...); m_Light.setSoftnessLength(1.5f);


0

Fallback "VertexLit" might be hiding an issue with the primary shader, although it looks fine to me. You should probably still remove that line until you know your main shader is working correctly. My other guesses would be that the mesh colors are not being set for some reason. Are you using the .sharedMesh instead of .mesh accessor? There's a lot of ...


0

I am not super familiar with the topic but I did do a little digging for you to try and come up with some easy to understand tutorials or articles. I hope you find at least one of these useful to you. I tried to avoid links that used deferred rendering. Link One Link Two Tutorials Advanced Rendering in OpenGL Random Tutorial Website


2

I'm not exactly sure what you want to hear, but I think deferred lighting is still the best for many light sources. The way you do that is that first you gather all the geometry properties by rendering the scene without any lighting at all. You basically render the scene in 4 versions into a buffer called G-Buffer: color, normal, depth, position. You may ...



Top 50 recent answers are included