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• 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 Trouble... Xcode Leopard Mac OpenGL & C++

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I am relatively new to OpenGL, but I know a bit of Python, PHP, and C++. So in order to learn how to use OpenGL, I was using the tutorials on Nehe Productions page. They seem pretty easy, and I understand the concepts and all.. what I don't understand, is why my program is not compiling. I use Mac OS 10.5.x, and I use Xcode for programming (I am also new to Xcode, and am still trying to figure it out) So specifically, my trouble comes with the following page: http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=Mac_OS_X I think the tutorial may be outdated, and perhaps some of the functions have been deprecated. I have looked on OpenGL's pages for the online man pages, but all I find is links to the official manual on Amazon. I have no idea how to use Xcode, and that is part of the problem. I don't understand what the errors mean. Please help if you can, I'd really like to continue with the tutorials, and I am stuck because I can't go further without being able to test and compile! Code (main.cpp):
#include <OpenGL/gl.h>		// Header File For The OpenGL32 Library
#include <OpenGL/glu.h>		// Header File For The GLu32 Library
#include <GLUT/glut.h>		// Header File For The GLut Library

#define kWindowWidth	400
#define kWindowHeight	300

GLvoid InitGL(GLvoid);
GLvoid DrawGLScene(GLvoid);
GLvoid ReSizeGLScene(int Width, int Height);

int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize (kWindowWidth, kWindowHeight);
glutInitWindowPosition (100, 100);
glutCreateWindow (argv[0]);

InitGL();

glutDisplayFunc(DrawGLScene);
glutReshapeFunc(ReSizeGLScene);

glutMainLoop();

return 0;
}

Errors when I try to build: "DrawGLScene()", referenced from: _Z11DrawGLScenev$non_lazy_ptr in main.o "InitGL()", referenced from: _main in main.o "ReSizeGLScene(int, int)", referenced from: _Z13ReSizeGLSceneii$non_lazy_ptr in main.o symbol(s) not found collect2: Id returned 1 exit status Notes: I do have the libraries in my project folder.

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The Nehe tutorials are extremely outdated. Not that they're entirely worthless -- many of the concepts and algorithms described are still valid -- but the implementation is unlikely to work on modern platforms.

(Incidentally, OS X's "native" programming language is Objective-C, not C++. You should probably check in case XCode is trying to compile your C++ as Obj-C instead, though this is unlikely.)

Apple do include some OpenGL examples in their SDK, but you should probably go to the horse's mouth for up-to-date documentation and tutorials.