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Member Since 28 Jul 1999
Offline Last Active Today, 07:51 PM

Posts I've Made

In Topic: Texture atlas generator

06 March 2015 - 10:29 PM



I never said any issues weren’t solvable (although thanks to mipmaps they aren’t equivalently solvable),


Eh... but you did claim there was an issue, even though there isn't actually an issue.  And mipmapping isn't a problem if you manually create each mipmap levels.  This is all actually spelled out in the link that the guy has in his original post.

In Topic: BRDF Shading Diffuse + Specular

16 February 2015 - 09:21 PM

Isn't that 0.04 the minimum metallic value (for a plastic-like surface)?  I shouldn't actually replace the specular color with that, should I?


And after your advice MJP I've been reading about spherical harmonics (again), I see that I definitely need to integrate an irradiance term.  That DiffuseReflectance value can't be all there is to the Diffuse component though, right?  If DIffuse is all black then that term would always resolve to 0...

In Topic: Manual MipMap Generation

17 January 2015 - 05:28 PM

Ah!  I had created this texture with a depth buffer.  I needed to call glClear(GL_DEPTH_BUFFER_BIT) after attaching each texture, or really glDisable(GL_DEPTH_TEST) before the loop.

In Topic: Manual MipMap Generation

17 January 2015 - 08:43 AM

I tried that, along with setting everything during each iteration of the loop.  It still gives me the same result, level 1 works and the rest don't even seem to run.  And I'm not even sampling the source texture at this point; I'm setting the output to red, and I still only see it on level 1.  It's like it refuses to run/render on anything but the first iteration of the loop.

In Topic: CubeMap Coordinates

16 January 2015 - 02:12 PM

Either OpenGL 4+ or DX11.  I've realized that I also put together a little skybox class when I was testing the cubemap which does basically what I'm trying to do already.  And on your suggestion I found this page:




which says "A 2D texture array that contains 6 textures may be read from within shaders with the cube map intrinsic functions, after they are bound to the pipeline with a cube-texture view."


Perfect.  Thanks!