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• 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

• Hello everyone
For @80bserver8 nice job - I have found Google search. How did you port from Javascript WebGL to C# OpenTK.?
I have been searched Google but it shows f***ing Unity 3D. I really want know how do I understand I want start with OpenTK But I want know where is porting of Javascript and C#?

Thanks!

# OpenGL Problem with metal effect?

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I'm using the following shaders, problem is half the screen is always black and it follows the camera.

I'm using a deferred renderer.

It's a mixture of code from http://ruh.li/GraphicsCookTorrance.html and learnopengl.com

Any ideas?

Edited by paulgriffiths

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Solved it changed spec to:

vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);

Only understand a little bit of the maths but got it working. :)

Edited by paulgriffiths

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Problem is theres too much chrome and not enough color. Any ideas?

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Got more color now, do you see anything wrong or what could be improved?

Edited by paulgriffiths

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I don't think the code is for metal, because I had it wrong I thought it was, though I like it so ill probably use some of it.

Here's what I have now:

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Tried learnopgl.com's metal effect and did not like it, too depressing.

So from a mistake I created today I have created this:

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Here's what I currently have:

vec3 CalcMetalPointLight(Light light, vec3 normal, vec3 fragPos, vec3 viewDir, vec3 Diffuse, float Specular, float Shadow)
{float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1.0) * (fresnel * geoAtt * roughness) / (NdotV * diff * 3.14);
}

// Attenuation
float distance = length(light.Position - fragPos);
float attenuation =

I think if I mix this with a cubemap then Ill have something pretty good?!

Edited by paulgriffiths