deferred-rendering

calculate light volume radius from intensity

江枫思渺然 提交于 2019-12-25 09:42:08
问题 i am currently having a problem with calculating the light volume radius for a deferred renderer. On low light intensities the volume size looks correct but when the light intensity (and therefore the radius) increases, the light volume seems to be more and more too small. I am calculating the light volume radius (in world space) like this: const float LIGHT_CUTOFF_DEFAULT = 50; mRadius = sqrt(color.length() * LIGHT_CUTOFF_DEFAULT); I then use this value to scale a box. In my shader i then

Reconstructing world coordinates from depth buffer and arbitrary view-projection matrix

我与影子孤独终老i 提交于 2019-12-21 04:23:14
问题 I'm trying to reconstruct 3D world coordinates from depth values in my deferred renderer, but I'm having a heck of a time. Most of the examples I find online assume a standard perspective transformation, but I don't want to make that assumption. In my geometry pass vertex shader, I calculate gl_Position using: gl_Position = wvpMatrix * vec4(vertexLocation, 1.0f); and in my lighting pass fragment shader, I try to get the world coordinates using: vec3 decodeLocation() { vec4 clipSpaceLocation;

Deferred Rendering Skybox OpenGL

不羁的心 提交于 2019-12-12 18:47:37
问题 I've just implemented deferred rendering and am having trouble getting my skybox working. I try rendering my skybox at the very end of my rendering loop and all I get is a black screen. Here's the rendering loop: //binds the fbo gBuffer.Bind(); //the shader that writes info to gbuffer geometryPass.Bind(); glDepthMask(GL_TRUE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); //draw geometry geometryPass.SetUniform("model", transform.GetModel())

Shadow mapping: project world-space pixel to light-space

喜欢而已 提交于 2019-12-11 16:15:29
问题 I'm writing shadow mapping in deferred shading. Here is my depth map for directional light (orthogonal projection): Below is my full-screen quad shader to render pixel's depth in light view space: #version 330 in vec2 texCoord; out vec3 fragColor; uniform mat4 lightViewProjMat; // lightView * lightProj uniform sampler2D sceneTexture; uniform sampler2D shadowMapTexture; uniform sampler2D scenePosTexture; void main() { vec4 fragPos = texture(scenePosTexture, texCoord); vec4 fragPosLightSpace =

Is Google using “defer” the wrong way?

随声附和 提交于 2019-12-11 05:18:47
问题 See: https://developers.google.com/maps/documentation/javascript/tutorial Google is using here: <script src="https://maps.googleapis.com/maps/api/js?key=YOUR_API_KEY&callback=initMap" async defer></script> </body> </html> My question is why Google is using "defer", because in my opinion it does not do anything in the script of them above? Let's compare this (1): <script src="script.js" defer></script> </body> </html> With this (2): <script src="script.js"></script> </body> </html> The only

Deferred Rendering with OpenGL, experiencing heavy pixelization near lit boundaries on surfaces

∥☆過路亽.° 提交于 2019-12-10 10:26:12
问题 Problem Explaination I am currently implementing point lights for a deferred renderer and am having trouble determining where a the heavy pixelization/triangulation that is only noticeable near the borders of lights is coming from. The problem appears to be caused by loss of precision somewhere, but I have been unable to track down the precise source. Normals are an obvious possibility, but I have a classmate who is using directx and is handling his normals in a similar manner with no issues.

reconstructed world position from depth is wrong

你离开我真会死。 提交于 2019-12-10 09:27:16
问题 I'm trying to implement deferred shading/lighting. In order to reduce the number/size of the buffers I use I wanted to use the depth texture to reconstruct world position later on. I do this by multiplying the pixel's coordinates with the inverse of the projection matrix and the inverse of the camera matrix. This sort of works, but the position is a bit off. Here's the absolute difference with a sampled world position texture: For reference, this is the code I use in the second pass fragment

Visualizing the Stencil Buffer to a texture

有些话、适合烂在心里 提交于 2019-12-06 08:08:52
问题 I'm trying to put the stencil buffer into a texture for use in a deferred renderer. I'm getting other Color and Depth Attachments with glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textures[color1], 0); and the result is correct. However when I try to attach my stencil buffer to a texture with glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT ,GL_TEXTURE_2D, textures[stencil], 0); I get a garbled result, as if the FBO isn't clearing its buffers. I don

Crash at draw call in nvoglv32.dll on new video card

佐手、 提交于 2019-12-06 06:47:13
问题 Some days ago I set up my computer and installed a new copy of Windows 8 because of some hardware changes. Among others I changed the video card from Radeon HD 7870 to Nvidia GTX 660. After setting up Visual Studio 11 again, I downloaded my last OpenGL project from Github and rebuilt the whole project. I ran the application out of Visual Studio and it crashed because of nvoglv32.dll . Unhandled exception at 0x5D9F74E3 (nvoglv32.dll) in Application.exe: 0xC0000005: Access violation reading

Deferred Rendering with OpenGL, experiencing heavy pixelization near lit boundaries on surfaces

瘦欲@ 提交于 2019-12-05 21:26:25
Problem Explaination I am currently implementing point lights for a deferred renderer and am having trouble determining where a the heavy pixelization/triangulation that is only noticeable near the borders of lights is coming from. The problem appears to be caused by loss of precision somewhere, but I have been unable to track down the precise source. Normals are an obvious possibility, but I have a classmate who is using directx and is handling his normals in a similar manner with no issues. From about 2 meters away in our game's units (64 units/meter): A few centimeters away . Note that the