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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

# OpenGL rendering an ellipsoid

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just wondering if someone could pass me the code to render an ellipsoid with opengl... I just need it for debugging and I realy don't want to put more time into it then necessary. tnx

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GLUquadricObj* obj = gluNewQuadric();glScale3f(radiusX, radiusY, radiusZ);gluSphere(obj, 1.0, 10, 10);gluDeleteQuadric(obj);

Untested, but it's really simple so it should work.

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Doesn't OpenGL have some built-in support for rendering spheres? Perhaps you could render a unit sphere, but call glScale() first with the ellipse extents as arguments.

You could also tessellate your own, but that can be a little involved.

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I'm close to implement ellipsoid rendering for collision detection debugging. I use DirectX so I don't know with OpenGl. Personally I would scale a unit sphere by the ellipsoid radius

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I've already tried scaling a unit sphere... works fine untill the ellipsoid is rotated.

tnx anyways =/

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For one thing, you should be able to rotate the unit sphere after you scale it, giving you the ellipsoid you need in any orientation.

Also, I wrote some code a while ago that projects a 3D ellipsoid into a major and minor axis that lie on the projection plane. Then I render a rectangular billboard using the two axes with a spherical glow map texture stretched onto it. Aside from being flat and unshaded, it looks exactly like the ellipsoid it's supposed to represent from any angle. It might be of some use to you. If you're interested, send me a PM or an email.

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Quote:
 I've already tried scaling a unit sphere... works fine untill the ellipsoid is rotated.
As s_p_ said, just rotate the sphere after scaling it:

glTranslate(position.x, position.y, position.z);
glRotate(angle, axis.x, axis.y, axis.z);
DrawUnitSphere();

With this you should be able to position and orient the ellipsoid in whatever way you want.