• 11
• 9
• 10
• 9
• 10
• ### 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 Using same material with different params.

This topic is 535 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

## Recommended Posts

Hello!

I have been working a bit with DX12 the last week and I encountered a problem.

I came from an OpenGL background so let me give you an example:

In opengl I could "use" a material and then use that material to render multiple geometries,I coul also change the params of the material (uniforms) between Draw calls.

With DX12 I also have 1 material that I would like to use for multiple geometries:

void Terrain::Render(ID3D12GraphicsCommandList* cmdList)
{
m_material->Use(cmdList);
for (unsigned int i = 0; i < m_chunks.size(); i++)
{
m_material->SetModel(m_chunks[i]->GetModel());
m_chunks[i]->Render(m_material->mCbvHeap);
}
}
void Material::SetModel(XMFLOAT4X4 model)
{
m_objConstantsData.Model = model;
mObjectCB->CopyData(0, m_objConstantsData);
}

The problem is,that the geometry is being rendered with the last applyed model, and I understand that.

Because I am recording to the Command List it will keep the last applied model.

How can I solve this?

See you!

##### Share on other sites

D3D12 requires that you manage the memory manually, which basically means not overwriting memory that may be in flight. You could start by creating a ring buffer for all of your constants data, and every time you change data in a Material, suballocate the amount of memory you need from the ring buffer and patch into that - and remember to rebind the material with the appropriate offset for each draw!

edit:
I take this approach with dynamic vertex/index data too, rather than allocating lots of smaller buffers. Basically you're now responsible for a ton of the work that the GPU driver used to do for you.

Edited by Digitalfragment

##### Share on other sites

D3D12 requires that you manage the memory manually, which basically means not overwriting memory that may be in flight. You could start by creating a ring buffer for all of your constants data, and every time you change data in a Material, suballocate the amount of memory you need from the ring buffer and patch into that - and remember to rebind the material with the appropriate offset for each draw!

edit:
I take this approach with dynamic vertex/index data too, rather than allocating lots of smaller buffers. Basically you're now responsible for a ton of the work that the GPU driver used to do for you.

Hello and thanks for the reply!

What I understand, is that I should detect (by the material) when I change a param (in this case the model) during the current command recording, and if I change it, alloc more space for a new set of param(s).

Then when I use the material, I have to select the appropriate object constants?

Right now I´m doing:

m_material->Use(...)
foreach(Drawable d in m_drawables)
{
m_material->SetModel(...)
d->Draw(...)
}

So now,inside of "SetModel(...)" I should have a flag to check if I should allocate more params?

Also,how should I tell the pipeline to use the correct param?

This is the code I´m using to "Use" a material:

void Material::Use(ID3D12GraphicsCommandList* cmdList)
{
ID3D12DescriptorHeap* descriptorHeaps[] = { mCbvHeap };
cmdList->SetDescriptorHeaps(_countof(descriptorHeaps), descriptorHeaps);

cmdList->SetGraphicsRootSignature(mRootSignature);
}
Edited by piluve