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Member Since 03 May 2011
Offline Last Active Feb 02 2015 07:54 PM

Posts I've Made

In Topic: Skin Micro Bump

21 January 2014 - 07:53 PM



That's an excellent resource.  Exactly what I was looking for, thanks!

In Topic: FPS Camera

10 August 2013 - 07:15 PM



I'm just going to throw a few things at you.  I think you may be confusing yourself.  I'd rename some of your variables like 'cameraTarget' should be 'cameraTargetPos' so you clearly identity a position VS a direction vector.  It's important not to get those confused.


For rotation, you can just easily make a rotation matrix and multiply that by your viewMatrix.


I'm not familiar with the glm library, but I saw a glm::rotate function that I believe makes a rotation matrix.  Then you can just do...


viewMatrix = rotationMatrix*viewMatrixAxes*camPosTranslation;


(or put rotationMatrix at the end) -- I can't remember what way OpenGL multiplies it's matrices.


Good luck!


In Topic: Stable Cascaded Shadow Maps have made me lose all my hair

20 July 2013 - 06:43 PM



When I did this, I validated each step before moving on.  The first thing I did was draw a visualization of a frustum from an object's point of view, then I could move my camera around and look at it.  Then I split it into 4 cascades and again draw each frustum split on screen.


Once you have that, then you know that's working and can move on to the orthographic projection step (which I rendered into textures and drew those as quads on the screen to validate those).


And so on...



In Topic: high dynamic range rendering

18 January 2013 - 09:42 AM


Do most video cards these days support the floating point textures? Do the onboard cards do this now too?


In Topic: DDS Texture Compression

06 January 2013 - 12:35 PM


DDS is just a file format. You can have an uncompressed DDS file. Although DXT compression is really good. Did you compare them? Some textures look just as good compressed as uncompressed.