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OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for applications like CAD software and computer games. It is also cross-platform. The OpenGL standard is controlled by the Khronos group, which also controls OpenGL ES.

1 vote

Reading from depth textures always returns 1

I have the same problem with preview of depth textures, but not from code level, but from CodeXL from AMD. I'm not 100% sure but maybe they try to draw textures in the same way as you. My solution to …
Harry's user avatar
  • 690
1 vote

Passing array to uniform in glsl error

I checked another simple project where passing array to uniform works and checked what CodeXL is showing. And again only first value was ok. So I believe that this is some kind of bug/limited functio …
Harry's user avatar
  • 690
5 votes
4 answers
16k views

Passing array to uniform in glsl error

I'm using OpenGL 3.3 and GLSL 330. What am I doing wrong? …
Harry's user avatar
  • 690
2 votes
Accepted

Cascaded shadowmapping problem with split distances

I had similar problem to yours. And I think that you can have something wrong in two places: Bad light view projection matrix. You should make some preview of each cascade and check if shadow map lo …
Harry's user avatar
  • 690
0 votes
1 answer
168 views

Sun model matrix

I'm playing with sun implementation in my engine and I correctly built model matrix using below order of matrix operations: Translate to camera position. Calculate x and y axis of rotation matrix us …
Harry's user avatar
  • 690
1 vote
Accepted

Sun model matrix

The code was ok. Start direction depends on the sun quad coordinates. I changed it to [0, 0, 1] and I got expected result. I also moved the sun quad by its direction. Otherwise I was unable to scale i …
Harry's user avatar
  • 690
1 vote
1 answer
402 views

Stencil pass in deferred rendering - far plane

For a long time I was occuring issue with lights which use light volume to reduce fragment shaders run (point, spot). First I use stencil pass to mark pixels which should be processed by fragment sh …
Harry's user avatar
  • 690
4 votes
0 answers
1k views

Shadow map shimmering, indexing outside the shadow map

I have tried to reduce the shadow shimmering/flickering using the technique described here: http://msdn.microsoft.com/en-us/library/windows/desktop/ee416324%28v=vs.85%29.aspx It works as I want and s …
Harry's user avatar
  • 690
10 votes
1 answer
3k views

Tone mapping and eye adaptation - pale colors and darker image

I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image ( …
Harry's user avatar
  • 690
0 votes

Render-to-texture doesn't work on nvidia cards. OpenGL 3.3

My AMD card is Radeon HD5770 (supporting OpenGL 4.2) and my NVidia card GeForce 9500GT (supporting OpenGL 3.3). Both cards support max 8 color attachments. … I observed that I didn't need to set location — OpenGL draws to the color attachment set in glDrawBuffer() without any extra hints. …
Harry's user avatar
  • 690
0 votes
1 answer
231 views

World position reconstruction from depth fails when viewport size does not match window size

I'm facing very strange issue. My code for world pos reconstruction works correctly when the viewport size is equal to window size (or framebuffer size in other words). Below is the part for reconstru …
Harry's user avatar
  • 690
0 votes
Accepted

World position reconstruction from depth fails when viewport size does not match window size

Looks like I found the solution and it was pretty obvious but I did not found similar case in any website which mentions about position reconstruction. In my code I used texture coordinates computed …
Harry's user avatar
  • 690
2 votes
2 answers
1k views

Render-to-texture doesn't work on nvidia cards. OpenGL 3.3

I've tested it on AMD card which supports OpenGL 4.2. Yesterday I've made a test on NVidia card which supports only OpenGL 3.3. … I tried to write my code to works also in OpenGL 3.3 but I was suprised when I saw something like on the screen: It seems that textures are filled with random values and never change during app life …
Harry's user avatar
  • 690
2 votes
0 answers
521 views

Improve bloom quality

I'm trying to understang how can I improve bloom effect quality using all known to me optimizations. Currently I'm making it as follows: Create new texture using some threshold to extracts areas wh …
Harry's user avatar
  • 690
0 votes
1 answer
585 views

TBN matrix for normal and parallax mapping

I'd like to refer to this question because I didn't completely answer to my problem. I've implemented normal and parallax mapping but because of some assumptions I have to use two different TBN matri …
Harry's user avatar
  • 690

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