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Member Since 04 Oct 2010
Offline Last Active Today, 04:18 AM

Posts I've Made

In Topic: OpenGL 5 - Release?

Today, 03:58 AM

I know why people are skeptical, but it seems to me that with the release of all these new APIs (mantel, metal, DX12) there is more incentive for them to actually deliver on their promise this time around.


I want to believe.

In Topic: HDR Rendering

22 November 2014 - 12:32 AM

Some effects like bloom, lens flares, motion blur, etc have left a bad taste in some peoples mouth because they have been implemented very poorly in the past, and in some cases abused. If you do these things right then they should not stick out enough to come across as an "effect" because these are things which are always present in reality.

In Topic: Compression questions

19 November 2014 - 09:02 PM

This is a nice article about compressing normals (in a g-buffer): http://aras-p.info/texts/CompactNormalStorage.html


In general, the trend on modern hardware seems to be that math gets cheaper and cheaper while bandwidth gets (relatively) more expensive. So compression at the cost of a few ops is often worthwhile. It does depend on the specific hardware and use case though (and I'm no expert).


I think half floats would struggle a bit to cover 1000m at 0.1m intervals. A half float is only 16 bits so only has 65536 possible values, plus most of them will be focused close to zero, so perhaps not appropriate for position data. Half floats are probably fine for direction and colour though.


I found this a while back. Still have yet to go through and read all of it, but it looked interesting. http://jcgt.org/published/0003/02/01/paper.pdf

In Topic: Bitblit from buffer to screen

15 November 2014 - 06:44 PM

Am I correct in thinking that anything drawn on the FBO is rendered on the screen?


You are not. Firstly, you created a FBO, but you have given it no place to actually store pixel data. FBOs are just state holding objects, similar to VAOs. To create storage for your FBO you can first create a Renderbuffer Object using glRenderbufferStorage, and then attach it to the FBO using glFramebufferRenderbuffer​. Alternatively you can create a texture and then attach that to the FBO using glFramebufferTexture2D. Either way what you render to the FBO will not appear on screen. FBOs are for off screen rendering, so you can implement things like render to texture. GLUT will create a default framebuffer (not a FBO) for you when it creates a window. This is where you want to render to if you want something to show up on the screen.

In Topic: Best practise: Texture atlas & VBO

14 November 2014 - 02:15 PM

Don't used texture atlases if you have access to texture arrays. Unless you are programming OpenGL ES 2.0 you should have access to texture arrays. They do exactly what you need them to do without any hacks.