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#4971018 Lighting in caves
Posted by japro
on 18 August 2012 - 11:45 PM
From a results point of view this look very nice though. I spent a lot of time thinking about optimizations like mipmapping the terrain and use that to accelerate the raytracing etc. But the problem is always that you will miss some sort of detail when doing that (thin walls become transparent etc.).
#4970374 OpenGL Texture Blur?
Posted by japro
on 16 August 2012 - 05:30 PM
#4967024 OpenGL 4.3 - compute shaders and much more
Posted by japro
on 07 August 2012 - 08:44 AM
gravitational n-body: https://github.com/progschj/OpenGL-Examples/blob/master/experimental/XXcompute_shader_nbody.cpp
#4966735 OpenGL 4.3 - compute shaders and much more
Posted by japro
on 06 August 2012 - 11:59 AM
http://www.khronos.o...or-enhancements
specs:
http://www.opengl.org/registry/
Beta drivers from Nvidia:
http://www.nvidia.co...driver-4.3.html
And I obviously had to quickly try out compute shaders:
https://github.com/p...pute_shader.cpp
Yay!
#4965822 "Seeding" Multiplayer Games?
Posted by japro
on 03 August 2012 - 06:30 AM
#4965663 Best Practices With Templates
Posted by japro
on 02 August 2012 - 04:33 PM
template<class T>
struct Holder {
Holder(T value) : value(value) { }
T value;
};
template<class T>
Holder<T> make_holder(T value)
{
return Holder<T>(value);
}
//...
auto myholder1 = make_holder(3.15);
auto myholder2 = make_holder(42);
//...
#4965197 So I started writing Example Programs
Posted by japro
on 01 August 2012 - 07:26 AM
It solves the electromagnetic wave equation on a 2d grid with shaders. Thanks to the extension the update can be done in place so there is no fbo ping pong rendering required. Just a single texture.
#4964466 Compressing vertex attribute normals
Posted by japro
on 30 July 2012 - 06:31 AM
#4964130 Best Practices With Templates
Posted by japro
on 28 July 2012 - 05:10 PM
template<class T>
bool IsWithin(T number, T min, T max ) { /*...*/ }
int a,b,c;
double d,e,f;
isWithin(a,b,c); // ok
isWithin(d,e,f); // ok
isWithin(a,e,f); // here the compiler will complain since it cant figure out which type to choose for T
isWithin<double>(a,e,f); // ok
To restrict the types a template will "accept" look at boost::enable_if (or std::enable_if if you are using c++11)
#4964109 Learning Open GL Advanced Features
Posted by japro
on 28 July 2012 - 03:48 PM
#4963082 So I started writing Example Programs
Posted by japro
on 25 July 2012 - 04:19 PM
It also has a simple phong lighting implementation and is funny in that it doesn't use a vbo at all. It generates the sample points by "abusing" instanced rendering and only uses gl_VertexID and gl_InstanceID and the texture as inputs so to speak.
Here is a video:
#4961281 make games using eclipse?
Posted by japro
on 20 July 2012 - 05:56 AM
#4961185 Particle System...
Posted by japro
on 19 July 2012 - 11:14 PM
examples 07-09 are particle system to some extent. There isn't a whole lot to it actually... just just draw lots of billboarded quads at the particle positions. Everything else like how you want the particles to move, be shaded etc. is up to you. In that code up there I use a geometry shader for the rendering, you could just as well use instancing or even explicit quads.
#4961182 Hardware Occlusion Queries, why use them next frame?
Posted by japro
on 19 July 2012 - 11:09 PM
I have an example of this here: https://github.com/p...onal_render.cpp
Edit: DX seems to have this functionality as well I just wasn't sure at the point of writing the post since I'm not really experienced with DX
#4960966 Any way Render to VBO directly?
Posted by japro
on 19 July 2012 - 09:15 AM
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