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bio website alariq.livejournal.com
location Kiev, Ukraine
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visits member for 2 years, 7 months
seen Jul 30 at 14:50

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Jan
22
comment Cell Lighting Propagation Problem
If you have a lot of light, then (as I mentioned you) can calculate area of influence in order to not to go over all grid for each light. Maybe there are other ways as well but one needs more info.
Jan
21
answered Cell Lighting Propagation Problem
Nov
26
awarded  Commentator
Nov
26
comment Incorrect frustum culling with center/half-size AABB
looking at this msdn.microsoft.com/en-us/library/… I see that D they use is negative distance along the plane. So, your formulae are fine if plane normals point outwards. However, if they have opposite direction (i.e. if they point inside frustum) you may try to change d > -_planes[0].D to d > _planes[0].D (or, equivalently, negate normal, but not both).
Nov
21
comment Incorrect frustum culling with center/half-size AABB
It is hard to say without the full code. But difference could be in how you treat _plane[i].D. I.e. one can write plane equation as Ax+By+Cz = D or like Ax+By+Cz + D = 0 in this case those Ds have different sign for same plane.
Nov
15
awarded  Organizer
Nov
15
revised Batching elements
removed tag, addded one more appropriate
Nov
15
awarded  Editor
Nov
15
revised Batching elements
added 89 characters in body
Nov
15
suggested suggested edit on Batching elements
Nov
15
answered Batching elements
Nov
15
comment How can I animate a portion of the textures on a model?
well, if you want to "move" texture, so that it slides, you indeed can modify UV in the shader, you may e.g. pass time variable in your shader and do tex.uv += vec2(time, 0) but you must understand that it does not mean that it will slide in horizontal direct, it will slide along U vector, and U direction is/could be different for different triangle.
Nov
15
comment Create quad from texture and screen metrics
What is the "GL surface(density, measures")? Is it a OpenGL texture? Also where do you want to apply quad? maybe you instead want to apply a texture on your quad? Or you want to render something and then have it as a texture?
Nov
14
comment OpenGL Tessellation makes point
Hmm, you are writing into gl_Position already transformed vertices. have you tried instead to do next in vertex shader gl_Position = gl_Vertex (or add another out variable like you did e.g. for normals). And then in tessellation evaluation shader actually write gl_Position = MVP * position
Nov
14
comment GLSL pack floats into an RGBA texture
You may create R32F texture and just write your depth values there. without any packing unpacking. then during your second "conventional triangle-based" pass use this texture as a depth buffer (attached as depth to FBO). Feel free to ask more if this is not clear.
Apr
20
awarded  Revival
Mar
6
comment How to edit specific mipmap images in a DDS?
As I mentioned, I did not know your skills, so if you are not a programmer, then my recommendation with "lock" is actually not usefull, sorry.
Jan
31
comment Sampling from depth texture causes shader to stop working
Be sure to correctly setup your depth texture (e.g. min/mag filters), so no mip map generation needed. The thing is that default value for GL_TEXTURE_MIN_FILTER**‚Äč is **GL_NEAREST_MIPMAP_LINEAR, so texture needs mipmaps to be generated. I use format/int format: GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, type: GL_FLOAT, min/mag filters: GL_NEAREST, GL_NEAREST. Hope this helps
Jan
31
comment How to edit specific mipmap images in a DDS?
It depends what are you trying to do and what skills you posess. If you are a programmer, you can just load DDS image. Then lock specific mip-layer, update it(e.g. copy something over it, or modify pixels arbitrarily), unlock, save.
Jan
9
answered How can I cleanly and elegantly handle data and dependancies between classes