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Member Since 29 Apr 2013
Offline Last Active Jan 26 2015 11:08 AM

#5192850 rendering to multiple textures - output seems wrong after movement

Posted by BloodOrange1981 on 14 November 2014 - 09:17 AM


As you can see, it's as if the buffer is not being cleared, but glClear() is being called every frame with the mask set to the depth and color bits

Do you clear all render targets ?


The bug seems to be in the way you render your game and not in the shader. Could you show some rendering code too.



Ahhh...the problem was no calling glClear AFTER binding the framebuffer! Thanks

#5144020 Why are my ray traced reflections wrong?

Posted by BloodOrange1981 on 02 April 2014 - 11:20 PM

Ahh, the Normals were in fact fine, but thanks for the suggestion.


The problem I has having and why the formula didn`t work was 1) not normalizing the generated ray Direction and 2) in my sphere intersection code I was simply checking for the lowest value of t, and not checking if they were positive values as well, hence shapes behind the ray`s origin influencing the reflected colour. Now it looks an awful lot better!


Thank you.



#5128291 Why would devs be opposed to the PS4`s x86 architecture?

Posted by BloodOrange1981 on 02 February 2014 - 07:19 PM

This is more of an open - discussion question as opposed to a straight question-and-answer, if this is inappropriate for this forum please tell me.

In the numerous presentations and interviews regarding the genesis of the Playstation 4 Mark Cerny said he faced some resistance regarding making the PS4`s architecture based on the x86. He had to convince a number of people,including third parties, that it was "suitable for games".

PC game developers have had no choice but use x86 architecture for their games for several generations with spectacular results (despite not having the same kind of low level access to a GPU like you do on consoles) so why would people:

a) need persuading


b) what kind of objections would they have?