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Rannion

Member Since 01 Feb 2013
Offline Last Active Feb 09 2016 08:06 AM

Posts I've Made

In Topic: Blending settings question

11 December 2015 - 03:58 AM

No, it's not really acceptable to generate them on the fly I would prefer swiftCoder alternative using quad-strip with a normal map then.

And I guess I need to do it with a geometry shader which I'm not yet confortable with. Plus I need to work the math to know where to place my corners just knowing the middle top point and middle bottom point in world space.

 

So thanks anyway for all your suggestions.


In Topic: Blending settings question

09 December 2015 - 07:58 AM

Well, after some tests, I want to avoid C0lumbo method just to render the cylinders only once.

I cannot use the stencil buffer as I don't have the interface to use it.

 

So I tried swiftCoder method which seems great at first but it won't do what I want. My depth test is enable and I'm writing to it. The cylinders are z sorted and rendered front first and I have the blending enable. So I can see the scene through them but I cannot see other cylinders through them which is what I want, fine.

 

But the problem remains where they intersect in fact. And this is normal as the z being written is indeed behind at some point no matter which cylinder is being drawn first.

So I guess this leaves me to ask for the support of the stencil solution...

Or maybe ask for the support of glDepthFunc and set it to GL_NEVER...


In Topic: Blending settings question

08 December 2015 - 02:24 AM

Thank you all for your answers. As I don't have access yet to the stencil buffer with our proprietary api, I'll try swiftCoder method which seems great to me.


In Topic: Verify my GGX + Lambert Directional light

06 August 2015 - 07:01 AM

Thank you very much Spiro, you are such a helpful person. Don't know how you can reply to all those threads while still have your own work.

Anyway this is much appreciated and I think you deserved a real thank you here.

 

You just replied to all my interrogations right now so, I'm going to give it another go very soon.


In Topic: Verify my GGX + Lambert Directional light

04 August 2015 - 07:06 AM

Hi, as I'm rewriting some old stuff, I had a look at this thread and it seams really good. I might go for GGX specular soon.

But I have a stupid question I guess, I was wondering about that line:

 

float3 l_diffuse = in_diffuse * PI_INV * NdotL;

 

Is it standard now to multiply by (1/pi) for the lambert term ? And also if I go for this model, is it applicable for directional, point and spot lights ? Or just for a specific one ?

 

Also as this is going to be way darker, I assume it HAS to be used with GGX specular to compensate, am I right ?

 

Edit:

Got more questions now... How would one go from the old normal material model to this new one ? Like for specular I was using a specular colour with rgb and "a" was the specular factor. Specular power was also known as material shininess.

Now we are left with the roughness which I suppose is correlated with the old shininess. And F0 which I'm guessing is what I had in the specular colour but this is pure speculation. Is there a way to transform one to another ?

 

Cheers


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