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Member Since 09 Apr 2011
Offline Last Active Today, 04:40 PM

Posts I've Made

In Topic: How do i make cubemapping

17 April 2015 - 11:08 AM

since i cant use glgetteximage (i am using opengl es 2.0) for that i am wondering if the cubemap calculations is bad i diint check everything from the list, but how does that cube map look liek i mean 



how this determine that it has to get the color from upper front left corner of the cubemap is it something like infinite big cube  and then it extends the ray to that plane and checks for it or what 

because when i am using 128x128 (per cube side) it needs somehow to be stretched to match the enviroment i totally dont get that

In Topic: GLSL Directional Light

16 April 2015 - 03:24 AM



Thanks, this works great for my purposes, but the only downside to doing calculations in the vertex shader, is that I can't use the texture2D sampler anymore. That must be done in the fragment shader, per pixel. 



well i dont know modern glsl but what i know is that you can use sampler2D in a vertex shader.


Another thing you can even make a texture projection where texture is a single circle (filled with a color) and project it onto a scene works exactly as directional light

In Topic: C++ cant find a match for 16 bit float and how to convert 32 bit float to 16...

13 April 2015 - 08:52 AM

i just wonder how opengl can know that i input float i know that i can deifine that i want to convert my input to half floats but how do opengl knows that i put there floats not bytes or whatever that is and iterates through array properly

In Topic: Shadow mapping problems

12 April 2015 - 09:01 AM

additionally you wil have to fix light projection matrix , you could even use two different for terrain and box since they have differnet sizes)


(you must find proper z near z far value for both objects) and use that in sahder because with one shadowmap simply box is too small to be properly shaded (flaoting point precision problem)

In Topic: Shadow mapping problems

12 April 2015 - 07:42 AM

shadpow map bias whenever you put a shadow fragment in the fragment shader you bias it with a small value that removes self shadowing, i believe that your problem your bias val is not big enough to cover floating point inaccuracies