Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Chris_F

Member Since 04 Oct 2010
Online Last Active Today, 07:54 PM

Posts I've Made

In Topic: mipmaping a texture after being writen by FBO

Today, 07:54 PM

well it doesn't seem to work

 

I'm sorry to hear that.


In Topic: Why The 'Flag Mania' ?

27 June 2015 - 08:07 PM

This is what I find absurd, personally: http://www.businessinsider.com/civil-war-games-return-to-app-store-without-confederate-flag-2015-6

It feels very close to altering history to me.

 

Context doesn't matter, only peoples moral outrage.


In Topic: Trouble with if statment in shader and loading array of mat4 to uniform

13 May 2015 - 09:48 PM


I'm not sure but are you allowed to do a branching read like that?

 

Works in OpenGL 4.x on a Kepler GPU, although it can kill performance.


In Topic: Irradiance environment map and visibility

26 April 2015 - 02:20 PM


Integral(L * cos(thetaN)) * Integral(V * cos(thetaN))

 

Unless I'm mistaken though I thought that would not give the same result as Integral(L * V * cos(thetaN)). Should have kept reading because you go on to say as much. I was hoping there would be a way to "correctly" modulate irradiance from an irradiance volume using something like a H basis encoded occlusion map.


In Topic: Glossy reflections - how to do a proper blur

17 April 2015 - 07:14 PM

https://www.opengl.org/wiki/Cubemap_Texture#Seamless_cubemap


PARTNERS