• Member for 1 year, 5 months
  • Last seen more than a week ago
Issue with specular light at highly oblique angles with Blinn-Phong
Accepted answer
4 votes

TL;DR: Multiply your specular value by dot(normal, lightNormal). (And do clamp that dot product to a minimum of 0!) I, and I suspect (from seeing all the tutorials out there) many others, have been ...

View answer
Microfacet model - BRDF obtain extreme values at grazing angles
2 votes

Very late reply, but I had a similar issue at Issue with specular light at highly oblique angles with Blinn-Phong and the answer turned out to be Nathan Reed's last suggestion: Needing to incorporate ...

View answer
How does a game like Enter the Gungeon handle forward and backwards movement with their orthographic set up?
1 votes

So, this screenshot (linked from the Reddit thread you linked) helps clear things up: https://twitter.com/DodgeRollGames/status/593625936131653632/photo/1 Their camera points directly down Z (...

View answer
How does re-glBufferData()'ing interact with glVertexAttribPointer?
0 votes

It appears that glVertexAttribPointer() bindings remain valid, even after subsequent calls to glBufferData(). I determined this by trying it, which isn't 100% proof - it could just be working only in ...

View answer
Weird shader behavior on different devices
0 votes

This isn't a complete answer, but for whatever reason, you're getting major precision loss in your texture coordinates (on some platforms). You can tell this is the problem because the blockiness isn'...

View answer