Ramy Al Zuhouri
  • Member for 9 years, 1 month
  • Last seen more than a month ago
1 answers
11 votes
28k views
14 bookmarks
How to compute tangent and bitangent vectors
1 answers
7 votes
537 views
3 bookmarks
Should the Oj lobe of a Lafortune shader cause the light to be displaced?
1 answers
5 votes
811 views
1 bookmarks
Ashikhmin-Shirley model implementation: ugly result
2 answers
4 votes
2k views
How to add a bump map in scene kit?
1 answers
3 votes
161 views
Is it better to preserve scenes in memory or recreate them every time I need them?
1 answers
3 votes
3k views
Cook Torrance model implementation : black specular light
1 answers
2 votes
2k views
1 bookmarks
Is it possible to use Metal and SceneKit at the same time?
1 answers
2 votes
7k views
Why is SCNNode.rotation property a four dimensional vector?
1 answers
2 votes
213 views
1 bookmarks
Fragments never falling into spot light's cone
2 answers
2 votes
2k views
1 bookmarks
Ward model implementation: specular component too weak
2 answers
2 votes
1k views
3 bookmarks
Bezier curve not drawn correctly
0 answers
2 votes
1k views
Shader Maker version 130 is not supported
0 answers
1 votes
494 views
Failed to pass uniform in Metal shader modifier
0 answers
1 votes
206 views
1 bookmarks
Can't understand the Schlick model formula
0 answers
1 votes
890 views
How can I compute spotlight attenuation when I only have a spotlight cutoff angle?
1 answers
1 votes
218 views
Why are my sprite sheet's frames not visible in Cocos Builder?
1 answers
1 votes
2k views
Image loaded from TGA texture isn't displayed correctly
1 answers
0 votes
835 views
Drawing an isometric characters: solutions for aiming
0 answers
0 votes
51 views
Strauss model : no specular component
1 answers
0 votes
922 views
Using depth buffer on a sprite
3 answers
0 votes
723 views
Phong lighting model unrealistic result
1 answers
0 votes
2k views
What book/guide should I follow for GLSL
1 answers
0 votes
4k views
vec4 for vec3 multiplication while calculating the specular value
1 answers
-2 votes
1k views
List of GLSL ES built-in variables