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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 "render To Texture" With Mipmaps On Opengl Es 2.0

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Does anyone know how to do "render to texture" with mipmaps on OpenGL ES 2.0?

This is the code that I have:

   // Get the original framebuffer object handle.
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &m_origFrameBuffer);
// Create a frame buffer with only the color buffer attached
glGenFramebuffers(1, &m_groundFrameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, m_groundFrameBuffer);
//Create the ground map texture
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D, m_textureID);
// Set the textures parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

// Give an empty image to OpenGL ( the last "0" )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, m_groundMapSize, m_groundMapSize,
0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glGenerateMipmap(GL_TEXTURE_2D);

glBindTexture(GL_TEXTURE_2D, 0);	// unbind texture
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, m_textureID, 0);

int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

if (status != GL_FRAMEBUFFER_COMPLETE)
{
throw RacException("ground framebuffer not created");
}



This code doesn't work. I get a black texture when the mipmapping kicks in.

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At least in the code you posted you appear to only ever bind mipmap-level 0 to render on. If you want to glGenerateMipmap() to propagate the rendered state to the lower levels, you will have to call it after rendering. It's not really magic, it just takes the current content of the texture's base level and creates the mip map levels from that in the canonical way. Any changes after that in any level are not reflected in the other mipmap levels.

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At least in the code you posted you appear to only ever bind mipmap-level 0 to render on. If you want to glGenerateMipmap() to propagate the rendered state to the lower levels, you will have to call it after rendering. It's not really magic, it just takes the current content of the texture's base level and creates the mip map levels from that in the canonical way. Any changes after that in any level are not reflected in the other mipmap levels.

Do you mean call

glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, m_textureID, 0);


?

I tried that. It doesn't work

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That binds mipmap level 0 to the render target. If you want to render to a different mipmap level, you need to bind that and then render to it.

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I figured out my mistake. I was calling  glGenerateMipmap after creation of the texture and then once again after I render to the texture, but I didn't release that I had to unbind the frame buffer first and then call glBindTexture:

// after rendering to texture
glBindFramebuffer(GL_FRAMEBUFFER, m_origFrameBuffer);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glGenerateMipmap(GL_TEXTURE_2D);


Thanks for the help anyways