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!


bioglaze

Member Since 24 Oct 2012
Offline Last Active May 01 2015 08:12 AM

Posts I've Made

In Topic: Books and Tutorial Recommendation

28 March 2015 - 01:04 AM

Avoid anything that uses the old fixed-function pipeline (glBegin, glVertex, glMatrix, glLight*) and begin with a modern (OpenGL 3.2 or 3.3) tutorial like:

http://www.opengl-tutorial.org

https://open.gl

http://ogldev.atspace.co.uk


In Topic: Efficient way to check which lights belong to which meshes?

24 March 2015 - 08:55 AM

You could use a Forward+ renderer and cull lights in a compute shader to get a list of lights for each screen-space tile.


In Topic: How 3D engines were made in the 80's and 90's without using any graph...

19 March 2015 - 01:56 AM

Back in the day I learned software rasterization and engine coding from this tutorial: 3DICA


In Topic: What are your opinions on DX12/Vulkan/Mantle?

10 March 2015 - 03:54 AM

Slightly off-topic, but I'm starting a new engine before Vulkan or D3D12 are released. Any pointers on how I can prepare my rendering pipeline architecture so that when they are released, I can use them efficiently? I'm planning to start with D3D11 and OpenGL 4.5.


In Topic: Simple Alternative to Clustered Shading for Thousands of Lights

24 February 2015 - 03:09 AM

Very interesting, I'll try implementing this in a few weeks.


PARTNERS