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OpenGL Lighting GLSL 1.5

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I'm having a weird problem with my lighting. I think the cause is the normals which I feed a mat3x3 to the shader to multiply against the normal going into the shader. I'm trying to attempt just opengl 3.2 core functionality. My matrices are correct the only matrix that's most likely not correct is my normal matrix. I was reading that the normal matrix is the inverse of the model matrix transposed but doing that doesn't seem to change anything. PROBLEM: Whatever the case the cube is lighted on the inside instead of the outside. Yes the uniforms do get the data as I've tested each one to make sure. I tried switching the normals around but it did nothing. The cube is hard-coded so I set 36 vertices to get all normal directions. An image of what's going on: Here
//Vertex Shader

#version 150 core


uniform transform
{
	mat4 MVP;
	
} Transform;

in attrib
{
	vec3 Position;
} Attrib;

uniform vec3 lightPosition;

uniform mat3 NormalMatrix;

in  vec3 Normal;

out vec3 normal; 
out vec3 lightDir;
out vec3 eyeDir;



void main()
{

	vec4 vVertex = Transform.MVP * vec4(Attrib.Position, 1.0);
	vec4 LP = Transform.MVP * vec4(lightPosition, 1.0);
	vec3 N = NormalMatrix * (Normal);
	
	
	normal = N.xyz;
	lightDir = LP.xyz - vVertex.xyz;
	eyeDir   = -vVertex.xyz;
	
	gl_Position = vVertex;
}










//Fragment Shader

#version 150 core

out frag
{
	vec4 Color;
} Frag;

uniform vec4 color;
uniform vec4 specularcolor;
uniform vec4 ambient;
uniform float shine;


in vec3 normal; 
in vec3 lightDir;
in vec3 eyeDir;

void main()
{
	vec4 matColor = vec4(1.0, 1.0, 1.0, 1.0);

	vec4 finalColor = ambient;
	
	vec3 N = normalize(normal);
	vec3 L = normalize(lightDir);
	
	float lambertTerm = dot(N, L);
	
	if( lambertTerm > 0.0 )
	{
		finalColor = color * matColor * lambertTerm;
		
		vec3 E = normalize(eyeDir);
		vec3 R = reflect(-L, N);
		
		float specularpower = pow( max( dot(R, E), 0.0 ), shine);
		
		finalColor += specularcolor * vec4(0.8, 0.8, 0.8, 1.0) * specularpower;
	}


	Frag.Color = finalColor;

}








//Code

    Mat4X4lookAtCam = LookAtMatrix(movement[0], movement[1], movement[2], movement[4], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);
    gluLookAt(movement[0], movement[1], movement[2], movement[4], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f);

    Mat4X4 MVP;
    Mat4X4 world;
    Mat4X4 scale;
    Mat4X4 trans;
    Mat4X4 rot;

    scale = MatrixScale(1.0f, 1.0f, 1.0f);
    trans = MatrixTranslation(0.0f, 0.0f, 0.0f);
    world = scale * trans;

    MVP =  world * lookAtCam * projection;
 
    Mat3X3 NormalMatrix;
    NormalMatrix.identityClear();

    NormalMatrix = MatrixInverse( MVP );
    NormalMatrix = MatrixTranspose( NormalMatrix );


    ////////////////////////
    ////////////////////////
    ////////////////////////

    glColor3f(0.0,1.0,0.0);
    glPointSize(10.0);
    glBegin( GL_POINTS );
        glVertex3f(2.0, 2.0, 3.0);
    glEnd();

    lightProp.color = Vec4(1.0f, 1.0f, 1.0f, 1.0f);
    lightProp.ambientColor = Vec4(0.2f, 0.2f, 0.2f, 1.0f);
    lightProp.specColor = Vec4(0.0f, 0.0f, 1.0f, 1.0f);
    lightProp.shine = 2.0f;

    glProgramUniformMatrix3fvEXT(pointlight_shader_15->GetHandle(), UniformNormalMatrix, 1, GL_FALSE, &NormalMatrix.matrixA[0]);

    glProgramUniform3fEXT(pointlight_shader_15->GetHandle(), uniformLP, 2.0f, 2.0f, 3.0f);

    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LColor, 1, lightProp.color.getXYZW());
    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LSpec , 1, lightProp.specColor.getXYZW());
    glProgramUniform4fvEXT(pointlight_shader_15->GetHandle(), LAmb  , 1, lightProp.ambientColor.getXYZW());
    glProgramUniform1fEXT (pointlight_shader_15->GetHandle(), LShine, lightProp.shine);

    pointlight_shader_15->UseShader();

    glBindBuffer( GL_UNIFORM_BUFFER, UniformBufferTransPHandle );
        glBufferSubData( GL_UNIFORM_BUFFER, 0, sizeof(MVP), &MVP.matrixA[0]);

    glBindBuffer(GL_UNIFORM_BUFFER, 0);

    myCube->Draw(); //Calls a VAO. Also though it's not shown I did make sure that the attributes were set correctly for position and normal

    pointlight_shader_15->StopShader();










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Perhaps your vertices are in the wrong order?
Try switching between glFrontFace(GL_CW) and glFrontFace(GL_CCW), or glDisable(GL_CULL_FACE) to disable face culling.

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I thought that would do the trick but it doesn't affect anything. Does glFrontFace affect some matrix?

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No, it decides which faces are visible. Triangles are usually considered having a front and a back side, and your image seems to indicate that you see the faces on the opposite side of the cube (the inside should be back-facing, if the cube is supposed to be viewed from the outside). The problem could also be with depth-testing, in case the further faces are drawn after the first ones, without face-culling. Do you enable depth-testing with glEnable(GL_DEPTH_TEST), and clear the depth buffer with glClear(GL_DEPTH_BUFFER_BIT)?

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Original post by Asem
    glColor3f(0.0,1.0,0.0);
glPointSize(10.0);
glBegin( GL_POINTS );
glVertex3f(2.0, 2.0, 3.0);
glEnd();




What is this? This is definitely not 3.2 core.

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I know what glFrontFace does. I kinda made it seem like I didn't but for whatever reason it didn't work. GL_DEPTH_TEST is enabled too.

Yes, I know that is not opengl 3.2 core code. I did it to be clear on where the light is positioned.

I have it on compatibility mode and I avoid it in pretty much all my code except that one bit of code. I didn't feel like trying to create some type of buffer for one point and etc although I probably could have just used the geometry shader to pull that off. Even though I'm using the compatibility mode this doesn't stop the shader from working. Also if I try to use the core opengl crashes if I use glSubBuffer which I find really weird. (nvidia 9500 gt)

I made 2 separate buffers. 1 for the position data and another for the normal data because I didn't want to think about offsetting the data but I do make sure they match.

This should be okay right? I might have missed something that has completely skipped my mind since I don't really run into this situation.



//Cube Data

//Bottom
vertices[0] = vector_math::Vec3<float>(-1.0f, 1.0f, -1.0f); normals[0] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);
vertices[1] = vector_math::Vec3<float>( 1.0f, -1.0f, -1.0f); normals[1] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);
vertices[2] = vector_math::Vec3<float>(-1.0f, -1.0f, -1.0f); normals[2] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);
vertices[3] = vector_math::Vec3<float>(-1.0f, 1.0f, -1.0f); normals[3] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);
vertices[4] = vector_math::Vec3<float>( 1.0f, 1.0f, -1.0f); normals[4] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);
vertices[5] = vector_math::Vec3<float>( 1.0f, -1.0f, -1.0f); normals[5] = vector_math::Vec3<float>(0.0f, 0.0f, -1.0f);

//Top
vertices[6] = vector_math::Vec3<float>(-1.0f, 1.0f, 1.0f); normals[6] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);
vertices[7] = vector_math::Vec3<float>( 1.0f, -1.0f, 1.0f); normals[7] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);
vertices[8] = vector_math::Vec3<float>(-1.0f, -1.0f, 1.0f); normals[8] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);
vertices[9] = vector_math::Vec3<float>(-1.0f, 1.0f, 1.0f); normals[9] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);
vertices[10] = vector_math::Vec3<float>( 1.0f, 1.0f, 1.0f); normals[10] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);
vertices[11] = vector_math::Vec3<float>( 1.0f, -1.0f, 1.0f); normals[11] = vector_math::Vec3<float>(0.0f, 0.0f, 1.0f);

//Left
vertices[12] = vector_math::Vec3<float>(-1.0f, -1.0f, 1.0f); normals[12] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);
vertices[13] = vector_math::Vec3<float>( 1.0f, -1.0f, -1.0f); normals[13] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);
vertices[14] = vector_math::Vec3<float>(-1.0f, -1.0f, -1.0f); normals[14] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);
vertices[15] = vector_math::Vec3<float>(-1.0f, -1.0f, 1.0f); normals[15] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);
vertices[16] = vector_math::Vec3<float>( 1.0f, -1.0f, 1.0f); normals[16] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);
vertices[17] = vector_math::Vec3<float>( 1.0f, -1.0f, -1.0f); normals[17] = vector_math::Vec3<float>(0.0f, -1.0f, 0.0f);

//Right
vertices[18] = vector_math::Vec3<float>(-1.0f, 1.0f, 1.0f); normals[18] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);
vertices[19] = vector_math::Vec3<float>( 1.0f, 1.0f, -1.0f); normals[19] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);
vertices[20] = vector_math::Vec3<float>(-1.0f, 1.0f, -1.0f); normals[20] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);
vertices[21] = vector_math::Vec3<float>(-1.0f, 1.0f, 1.0f); normals[21] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);
vertices[22] = vector_math::Vec3<float>( 1.0f, 1.0f, 1.0f); normals[22] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);
vertices[23] = vector_math::Vec3<float>( 1.0f, 1.0f, -1.0f); normals[23] = vector_math::Vec3<float>(0.0f, 1.0f, 0.0f);

//Back
vertices[24] = vector_math::Vec3<float>(-1.0f, -1.0f, 1.0f); normals[24] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);
vertices[25] = vector_math::Vec3<float>(-1.0f, 1.0f, -1.0f); normals[25] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);
vertices[26] = vector_math::Vec3<float>(-1.0f, -1.0f, -1.0f); normals[26] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);
vertices[27] = vector_math::Vec3<float>(-1.0f, -1.0f, 1.0f); normals[27] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);
vertices[28] = vector_math::Vec3<float>(-1.0f, 1.0f, 1.0f); normals[28] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);
vertices[29] = vector_math::Vec3<float>(-1.0f, 1.0f, -1.0f); normals[29] = vector_math::Vec3<float>(-1.0f, 0.0f, 0.0f);

//Front
vertices[30] = vector_math::Vec3<float>( 1.0f, -1.0f, 1.0f); normals[30] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);
vertices[31] = vector_math::Vec3<float>( 1.0f, 1.0f, -1.0f); normals[31] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);
vertices[32] = vector_math::Vec3<float>( 1.0f, -1.0f, -1.0f); normals[32] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);
vertices[33] = vector_math::Vec3<float>( 1.0f, -1.0f, 1.0f); normals[33] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);
vertices[34] = vector_math::Vec3<float>( 1.0f, 1.0f, 1.0f); normals[34] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);
vertices[35] = vector_math::Vec3<float>( 1.0f, 1.0f, -1.0f); normals[35] = vector_math::Vec3<float>( 1.0f, 0.0f, 0.0f);

for(int i=0; i<36; i++)
indices = i;

glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);

glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(normals), normals, GL_STATIC_DRAW);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW );


glBindVertexArray(vaoBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glVertexAttribPointer(attribVertex, 3, GL_FLOAT, GL_FALSE, sizeof(vector_math::Vec3<float>), 0);

glBindBuffer(GL_ARRAY_BUFFER, normalBuffer);
glVertexAttribPointer(attribNormal, 3, GL_FLOAT, GL_FALSE, sizeof(vector_math::Vec3<float>), 0);

glEnableVertexAttribArray(attribVertex);
glEnableVertexAttribArray(attribNormal);

glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iBuffer);

glBindVertexArray(0);







[Edited by - Asem on December 5, 2009 7:41:12 PM]

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solved it. I thought the vertices were in the right order as I've checked over them many times but I was wrong oops. Thank you guys for the suggestions though. [freaking duh on my part!]

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      Window Class:
      #include "Window.h" #include <GL/glew.h> #include <GLFW/glfw3.h> #include "Error.h" #include "Renderer.h" #include "Scene.h" #include "Input.h" //Global Variables. int screen_width, screen_height; //On Window Resize. void OnWindowResize(GLFWwindow *window, int width, int height); //Implementation Structure. struct Window::Implementation { //GLFW Window. GLFWwindow *GLFW_window; //Renderer. Renderer *renderer; //Delta Time. double delta_time; //Frames Per Second. int fps; //Scene. Scene *scnene; //Input. Input *input; //Deconstructor. ~Implementation(); }; //Window Constructor. Window::Window(std::string title, int width, int height) { //Initializing width and height. screen_width = width; screen_height = height; //Create Pointer To Implementation. m_Impl = new Implementation(); //Try initializing GLFW. if (!glfwInit()) { std::cout << "GLFW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); exit(-1); } //Setting up OpenGL Version 3.3 Core Profile. glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); /* Create a windowed mode window and its OpenGL context */ m_Impl->GLFW_window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!m_Impl->GLFW_window) { std::cout << "GLFW could not create a window!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } /* Make the window's context current */ glfwMakeContextCurrent(m_Impl->GLFW_window); //Initialize GLEW. if(glewInit() != GLEW_OK) { std::cout << "GLEW could not be initialized!" << std::endl; std::cout << "Press ENTER to exit..." << std::endl; std::cin.get(); glfwTerminate(); exit(-1); } //Enabling Blending. GLCall(glEnable(GL_BLEND)); GLCall(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)); //Setting the ViewPort. GLCall(glViewport(0, 0, width, height)); //**********Initializing Implementation**********// m_Impl->renderer = new Renderer(); m_Impl->delta_time = 0.0; m_Impl->fps = 0; m_Impl->input = new Input(this); //**********Initializing Implementation**********// //Set Frame Buffer Size Callback. glfwSetFramebufferSizeCallback(m_Impl->GLFW_window, OnWindowResize); } //Window Deconstructor. Window::~Window() { delete m_Impl; } //Window Main Loop. void Window::MainLoop() { //Time Variables. double start_time = 0, end_time = 0, old_time = 0, total_time = 0; //Frames Counter. int frames = 0; /* Loop until the user closes the window */ while (!glfwWindowShouldClose(m_Impl->GLFW_window)) { old_time = start_time; //Total time of previous frame. start_time = glfwGetTime(); //Current frame start time. //Calculate the Delta Time. m_Impl->delta_time = start_time - old_time; //Get Frames Per Second. if (total_time >= 1) { m_Impl->fps = frames; total_time = 0; frames = 0; } //Clearing The Screen. m_Impl->renderer->Clear(0, 0, 0); //Render The Scene. if (m_Impl->scnene != NULL) m_Impl->scnene->Render(this); //Updating the Screen. m_Impl->renderer->Update(m_Impl->GLFW_window); //Increasing frames counter. frames++; //End Time. end_time = glfwGetTime(); //Total time after the frame completed. total_time += end_time - start_time; } //Terminate GLFW. glfwTerminate(); } //Load Scene. void Window::LoadScene(Scene * scene) { //Set the scene. m_Impl->scnene = scene; } //Get Delta Time. double Window::GetDeltaTime() { return m_Impl->delta_time; } //Get FPS. int Window::GetFPS() { return m_Impl->fps; } //Get Width. int Window::GetWidth() { return screen_width; } //Get Height. int Window::GetHeight() { return screen_height; } //Get Input. Input * Window::GetInput() { return m_Impl->input; } Renderer * Window::GetRenderer() { return m_Impl->renderer; } GLFWwindow * Window::GetGLFWindow() { return m_Impl->GLFW_window; } //Implementation Deconstructor. Window::Implementation::~Implementation() { delete renderer; delete input; } //OnWindowResize void OnWindowResize(GLFWwindow *window, int width, int height) { screen_width = width; screen_height = height; //Updating the ViewPort. GLCall(glViewport(0, 0, width, height)); }  
      Brain Class
      #include "Brain.h" #include "Sprite.h" #include "Window.h" struct Brain::Implementation { //Just A Flag. bool started; //Window Pointer. Window *window; //Sprite Pointer. Sprite *sprite; }; Brain::Brain(Window *window, Sprite *sprite) { //Create Pointer To Implementation. m_Impl = new Implementation(); //Initialize Implementation. m_Impl->started = true; m_Impl->window = window; m_Impl->sprite = sprite; } Brain::~Brain() { //Delete Pointer To Implementation. delete m_Impl; } void Brain::Start() { } void Brain::Update() { } Window * Brain::GetWindow() { return m_Impl->window; } Sprite * Brain::GetSprite() { return m_Impl->sprite; } bool Brain::GetStart() { return m_Impl->started; } void Brain::SetStart(bool value) { m_Impl->started = value; } Script Class (Its a Brain Subclass!!!)
      #include "Script.h" Script::Script(Window *window, Sprite *sprite) : Brain(window, sprite) { } Script::~Script() { } void Script::Start() { std::cout << "Game Started!" << std::endl; } void Script::Update() { Input *input = this->GetWindow()->GetInput(); Sprite *sp = this->GetSprite(); //Move this sprite. this->GetSprite()->Move(200 * this->GetWindow()->GetDeltaTime(), input->GetKeyDown("left"), input->GetKeyDown("right"), input->GetKeyDown("up"), input->GetKeyDown("down")); std::cout << sp->GetTag().c_str() << ".x = " << sp->GetPos()->x << ", " << sp->GetTag().c_str() << ".y = " << sp->GetPos()->y << std::endl; }  
      Main:
      #include "SpaceShooterEngine.h" #include "Script.h" int main() { Window w("title", 600,600); Scene *scene = new Scene(); Sprite *player = new Sprite("Resources/Images/player.png", "Player", 100,100); Sprite *other = new Sprite("Resources/Images/cherno.png", "Other", 400, 100); Sprite *other2 = new Sprite("Resources/Images/cherno.png", "Other", 300, 400); Brain *brain = new Script(&w, player); player->AddBrain(brain); scene->AddSprite(player); scene->AddSprite(other); scene->AddSprite(other2); w.LoadScene(scene); w.MainLoop(); return 0; }  
       
      I literally can't find what is wrong. If you need more code, ask me to post it. I will also attach all the source files.
      Brain.cpp
      Error.cpp
      IndexBuffer.cpp
      Input.cpp
      Renderer.cpp
      Scene.cpp
      Shader.cpp
      Sprite.cpp
      Texture.cpp
      VertexArray.cpp
      VertexBuffer.cpp
      VertexBufferLayout.cpp
      Window.cpp
      Brain.h
      Error.h
      IndexBuffer.h
      Input.h
      Renderer.h
      Scene.h
      Shader.h
      SpaceShooterEngine.h
      Sprite.h
      Texture.h
      VertexArray.h
      VertexBuffer.h
      VertexBufferLayout.h
      Window.h
    • By Cristian Decu
      Hello fellow programmers,
      For a couple of days now i've decided to build my own planet renderer just to see how floating point precision issues
      can be tackled. As you probably imagine, i've quickly faced FPP issues when trying to render absurdly large planets.
       
      I have used the classical quadtree LOD approach;
      I've generated my grids with 33 vertices, (x: -1 to 1, y: -1 to 1, z = 0).
      Each grid is managed by a TerrainNode class that, depending on the side it represents (top, bottom, left right, front, back),
      creates a special rotation-translation matrix that moves and rotates the grid away from the origin so that when i finally
      normalize all the vertices on my vertex shader i can get a perfect sphere.
      T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, 1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(180.0), glm::dvec3(1.0, 0.0, 0.0)); sides[0] = new TerrainNode(1.0, radius, T * R, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_FRONT)); T = glm::translate(glm::dmat4(1.0), glm::dvec3(0.0, 0.0, -1.0)); R = glm::rotate(glm::dmat4(1.0), glm::radians(0.0), glm::dvec3(1.0, 0.0, 0.0)); sides[1] = new TerrainNode(1.0, radius, R * T, glm::dvec2(0.0, 0.0), new TerrainTile(1.0, SIDE_BACK)); // So on and so forth for the rest of the sides As you can see, for the front side grid, i rotate it 180 degrees to make it face the camera and push it towards the eye;
      the back side is handled almost the same way only that i don't need to rotate it but simply push it away from the eye.
      The same technique is applied for the rest of the faces (obviously, with the proper rotations / translations).
      The matrix that result from the multiplication of R and T (in that particular order) is send to my vertex shader as `r_Grid'.
      // spherify vec3 V = normalize((r_Grid * vec4(r_Vertex, 1.0)).xyz); gl_Position = r_ModelViewProjection * vec4(V, 1.0); The `r_ModelViewProjection' matrix is generated on the CPU in this manner.
      // No the most efficient way, but it works. glm::dmat4 Camera::getMatrix() { // Create the view matrix // Roll, Yaw and Pitch are all quaternions. glm::dmat4 View = glm::toMat4(Roll) * glm::toMat4(Pitch) * glm::toMat4(Yaw); // The model matrix is generated by translating in the oposite direction of the camera. glm::dmat4 Model = glm::translate(glm::dmat4(1.0), -Position); // Projection = glm::perspective(fovY, aspect, zNear, zFar); // zNear = 0.1, zFar = 1.0995116e12 return Projection * View * Model; } I managed to get rid of z-fighting by using a technique called Logarithmic Depth Buffer described in this article; it works amazingly well, no z-fighting at all, at least not visible.
      Each frame i'm rendering each node by sending the generated matrices this way.
      // set the r_ModelViewProjection uniform // Sneak in the mRadiusMatrix which is a matrix that contains the radius of my planet. Shader::setUniform(0, Camera::getInstance()->getMatrix() * mRadiusMatrix); // set the r_Grid matrix uniform i created earlier. Shader::setUniform(1, r_Grid); grid->render(); My planet's radius is around 6400000.0 units, absurdly large, but that's what i really want to achieve;
      Everything works well, the node's split and merge as you'd expect, however whenever i get close to the surface
      of the planet the rounding errors start to kick in giving me that lovely stairs effect.
      I've read that if i could render each grid relative to the camera i could get better precision on the surface, effectively
      getting rid of those rounding errors.
       
      My question is how can i achieve this relative to camera rendering in my scenario here?
      I know that i have to do most of the work on the CPU with double, and that's exactly what i'm doing.
      I only use double on the CPU side where i also do most of the matrix multiplications.
      As you can see from my vertex shader i only do the usual r_ModelViewProjection * (some vertex coords).
       
      Thank you for your suggestions!
       
    • By mike44
      HI
      I've a ok framebuffer looking from above. Now how to turn it 90' to look at it from the front?
      It looks almost right but the upper colors look like you're right in it. Those should be blue like sky.
      I draw GL_TRIANGLE_STRIP colored depending on a height value.
      Any ideas also on the logic? Thanks
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