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• ### Similar Content

• By lxjk
Hi guys,
There are many ways to do light culling in tile-based shading. I've been playing with this idea for a while, and just want to throw it out there.
Because tile frustums are general small compared to light radius, I tried using cone test to reduce false positives introduced by commonly used sphere-frustum test.
On top of that, I use distance to camera rather than depth for near/far test (aka. sliced by spheres).
This method can be naturally extended to clustered light culling as well.
The following image shows the general ideas

Performance-wise I get around 15% improvement over sphere-frustum test. You can also see how a single light performs as the following: from left to right (1) standard rendering of a point light; then tiles passed the test of (2) sphere-frustum test; (3) cone test; (4) spherical-sliced cone test

I put the details in my blog post (https://lxjk.github.io/2018/03/25/Improve-Tile-based-Light-Culling-with-Spherical-sliced-Cone.html), GLSL source code included!

Eric

• Good evening everyone!

I was wondering if there is something equivalent of  GL_NV_blend_equation_advanced for AMD?
Basically I'm trying to find more compatible version of it.

Thank you!

• Hello guys,

How do I know? Why does wavefront not show for me?
I already checked I have non errors yet.

And my download (mega.nz) should it is original but I tried no success...
- Add blend source and png file here I have tried tried,.....

PS: Why is our community not active? I wait very longer. Stop to lie me!
Thanks !

• I wasn't sure if this would be the right place for a topic like this so sorry if it isn't.
I'm currently working on a project for Uni using FreeGLUT to make a simple solar system simulation. I've got to the point where I've implemented all the planets and have used a Scene Graph to link them all together. The issue I'm having with now though is basically the planets and moons orbit correctly at their own orbit speeds.
I'm not really experienced with using matrices for stuff like this so It's likely why I can't figure out how exactly to get it working. This is where I'm applying the transformation matrices, as well as pushing and popping them. This is within the Render function that every planet including the sun and moons will have and run.
if (tag != "Sun") { glRotatef(orbitAngle, orbitRotation.X, orbitRotation.Y, orbitRotation.Z); } glPushMatrix(); glTranslatef(position.X, position.Y, position.Z); glRotatef(rotationAngle, rotation.X, rotation.Y, rotation.Z); glScalef(scale.X, scale.Y, scale.Z); glDrawElements(GL_TRIANGLES, mesh->indiceCount, GL_UNSIGNED_SHORT, mesh->indices); if (tag != "Sun") { glPopMatrix(); } The "If(tag != "Sun")" parts are my attempts are getting the planets to orbit correctly though it likely isn't the way I'm meant to be doing it. So I was wondering if someone would be able to help me? As I really don't have an idea on what I would do to get it working. Using the if statement is truthfully the closest I've got to it working but there are still weird effects like the planets orbiting faster then they should depending on the number of planets actually be updated/rendered.

• Hello everyone,
I have problem with texture

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# OpenGL Coloring problem in OpenGL

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howdy. here's an example of what I'm talking about.
  ... DrawStuff(); //draws my objects glColor3f(1.0f,0.0f,0.0f); //change color for sphere glutSolodSphere(1,10,10); ... 
when I change the color to red, the whole scene turns a redish tint. How do I just make the sphere red and not the whole scene? Thanks, Joe JoeMont001@aol.com Edited by - Julio on 6/15/00 12:10:07 PM

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Hi,
Do you reset the color after setting it to red, when you draw the next frame? Because he will do DrawStuff(); with red as current color, when you don''t switch back to the right color.

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Due to the fact that OpenGL is a state machine, you need to reset OpenGL''s colour state every time you change it (it remembers these things), if you want it back to normal that is.

so you''d have:

// you should probably clear the colour buffer before you
// do any drawing, that makes sure everything starts the same.
glClear(GL_COLOR_BUFFER_BIT);
DrawStuff(); //draws my objects
glColor3f(1.0f,0.0f,0.0f); //change color for sphere
glutSolidSphere(1,10,10);

// and whatever else

-Mezz

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Before that point in the program I never call glColor3f because everything else is texture mapped. So should I reset it to glColor3f(0.0f,0.0f,0.0f) ?
Thanks,
Joe

JoeMont001@aol.com

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sorry, that was me above.

JoeMont001@aol.com