48 reputation
5
bio website unsungstories.net
location Somerville, MA
age 31
visits member for 1 year, 7 months
seen Feb 18 at 23:08

Software designer. Pro audio addict. Video games addict. It's pretty boss ;)


Feb
19
asked What is the recommended way to output values to FBO targets? (OpenGL 3.3 + GLSL 330)
Feb
13
awarded  Scholar
Feb
13
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Yeah I thought about all that as well. Currently I'm not sorting the geometry. I could thought since I know which indices form each triangle in the mesh. However, I've been reading that Order Independent Transparency works much more reliably than geometry sorting, so I'm going to investigate if that technique can be implemented in OpenGL 3.3 capable hardware. Thanks!
Feb
13
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
I guess I'll have to live with Alpha testing until I can find a way to implement Order Independent transparency in my code. Thanks.
Feb
13
accepted Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Feb
11
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Maybe I did something wrong. Adding smoothstep to the Fragment Shader code made the model look completely dark XD. i32.photobucket.com/albums/d9/_Silencer/Samples/test_003.png Should't I use the function like this instead? Thanks! SampledColor.rgb *= smoothstep(0.1, 1.0, SampledColor.a);
Feb
11
revised Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
added 280 characters in body
Feb
11
awarded  Supporter
Feb
11
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
... in other words, what is smoothstep doing in this case? My apologies, I'm still trying to understand how the Fragment Shader is working. Thanks!
Feb
11
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Thanks for the tip! So if I understand correctly, your code suggest to discard the fragment early if it does not pass the lowered alpha threshold test. What I'm not sure is about the next line. Reading the documentation for smoothstep it seems to be performing Hermite interpolation; in this case does it say the following? "The sampled color's RGB value shall be the same value, multiplied by the Hermite interpolation of the sample's alpha value, ranging from 0.1 to 1.0" Is that correct?
Feb
11
comment Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Hi. Thanks. I guess option one may be a bit difficult as the model is a single OBJ mesh. I'd have to do some clever triangle sorting I guess. As for number two, is alpha testing something I would have to enable via GL commands, or something I could do in the fragment shader as well? Thanks again!
Feb
10
awarded  Student
Feb
10
awarded  Editor
Feb
10
revised Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
added 1 characters in body
Feb
10
asked Jagged transparency when rendering translucent textures (OpenGL 3.2 + GLSL)
Feb
10
awarded  Autobiographer