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Member Since 13 Sep 2012
Offline Last Active Yesterday, 10:10 PM

Topics I've Started

nVidia's OpenGL Core debugger for Linux

12 August 2015 - 05:39 PM

nVidia released a OpenGL debugger for Linux, 4.3 core profiles and above.




...as long as you get a Gameworks dev account that is.

Tinted bloom?

07 August 2015 - 12:01 PM

Hi! Please look at these pictures (they're from Planetside 2)





As you may notice, the glow of the sun and the bloom of the surfaces has this tint that looks to depend on the direction. I'm not terribly sure whats going on.


I added (for teh lulz) a chromatic aberration shader on the bloom pass:

Attached File  bloom.jpg   78.61KB   0 downloads


But it doesn't quite looks the same. Besides, from the Planetside 2 pics you can see the tinting doesn't always follow the same direction (sometimes its reddish to blueish from right to left, sometimes from top to bottom, and so on).


Dark theme

08 May 2015 - 08:15 PM



I've seen IPBoard forums using skins from here (30 bucks per skin though).


In any case, any dark theme would be nice.

Skeletal animation issues

26 March 2015 - 04:50 AM

Well, look at this: 




The wireframe is the actual geometry. I bake the bind pose on the vertices. The garbled polygons and pink pixels (NaNs) is the result of my awesome skeletal animation. Those garbled polygons should resemble the humanoid walking, but It kinda doesn't resembles that... at all.


My understanding is that each joint can be represented with a rotation matrix, and that rotating along the hierarchy of joints, you get the final position.


What I do is to have a two dimensional array Mat3f[][], first index is the joint, second you would index into a specific frame of that joint. The idea is to lerp between the frames, according to the animation timer and current delta, and multiply the resulting interpolated matrix by the parent bone (which it should be already an interpolated matrix of the current frames of the parent joint).


Now pardon my Java but this is my code to compute each joint:
Aaand this is the vertex shader: 
If you need more information just ask.

Graphic corruption

19 March 2015 - 07:28 PM



There are three errors in that pic:

  1. Lights look weird (light volume doing stenciling on pixels in front of the volume).
  2. Black squares on stuff (no idea on that one).
  3. Normals are inverted (light is coming from above to the right, yet the walls look lit from below to the left).


That one is running on an ATi HD 4250 with most recent drivers available (legacy, 2013). This works fine on an HD5770, GTX 560 Ti and ION 2 (aka GeForce GT 210).


Its a deferred renderer, I use:

  • RGBA8 for rgb albedo and a for specular.
  • RG16F for encoded normals.
  • R11_G11_B10F for light accumulation buffer.
  • R11_G11_B10F using the x component now for storing shininess.

For the lighting pass I do a fullscreen pass for directional light, and two passes for point lights (one stencil marking pixels in front of the volume, then regular computing lighting from those marked pixels, using stencil increment operator in first one, stencil decrement on the second one).



I have no idea what is failing exactly but maybe some of you have seen these glitches and can point me in the right direction. I saw the black square errors on the GTX 560 Ti if I had a bloom pass enabled (downscale, blur, upscale, output hi pass + original), but it was much less pronounced, and that bloom pass is disabled in that picture.


I have debug output and I see no errors.


EDIT: Oh I'm using OpenGL 3.3 core by the way, I use two GLSL extensions:





I put both as "require" and I'm actually only using the first one to define fixed UBO bindings.