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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 Triangle not appearing in front of rectangle

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## Recommended Posts

Hello, I am trying to draw a triangle in front of a background but for some reason I can't seem to be able to see the triangle. Here's my code below: (try not to cringe, I'm still just getting started with OpenGL  :) ) I would greatly appreciate some tips regarding better performance/graphics code design, but for now I just want to keep it simple and draw a simple triangle in front of two triangles that are forming a quad (the background) and I want to be able to move the triangle around with a joystick later on.

// Background
Sprite::Sprite(Vertex* vertices, unsigned int numVertices)
{
m_NumVertices = numVertices;

GLubyte m_Background[] = { 0, 1, 3, 1, 2, 3 };

glGenVertexArrays(1, &m_VertexArrayObject);
glBindVertexArray(m_VertexArrayObject);

glGenBuffers(1, &m_VertexBufferObject);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, m_NumVertices * sizeof(vertices[0]), vertices, GL_STATIC_DRAW);

glGenBuffers(1, &m_ElementBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ElementBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_Background), m_Background, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

glGenTextures(1, &m_Textures);
glBindTexture(GL_TEXTURE_2D, m_Textures);

// Texture Wrapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

// Texture Filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_iWidth, m_iHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);

SOIL_free_image_data(image);
glBindTexture(GL_TEXTURE_2D, 0);
}

// Player
void Sprite::DrawPlayerMesh(Vertex* vertices, unsigned int numVertices)
{
m_NumVertices = numVertices;

GLubyte m_Player[] = { 0, 1, 3 };

glGenVertexArrays(1, &m_VertexArrayObject2);
glBindVertexArray(m_VertexArrayObject2);

glGenBuffers(1, &m_VertexBufferObject2);
glBindBuffer(GL_ARRAY_BUFFER, m_VertexBufferObject2);
glBufferData(GL_ARRAY_BUFFER, m_NumVertices * sizeof(vertices[0]), vertices, GL_STATIC_DRAW);

glGenBuffers(1, &m_ElementBufferObject2);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ElementBufferObject2);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(m_Player), m_Player, GL_STATIC_DRAW);

glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
}

// Render
void Sprite::Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glUseProgram(m_Program);

// Background
glBindVertexArray(m_VertexArrayObject);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_Textures);
glUniform1i(glGetUniformLocation(m_Program, "Texture1"), 0);

glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, 0);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);

// Player
glBindVertexArray(m_VertexArrayObject2);
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, 0);

glBindVertexArray(0);

glutSwapBuffers();
}

Result is just a background with no player. If I create a separate drawing function for the player, all I see is the player and not the background the moment glutSwapBuffers() is executed. Any simple solution to this please?

Thank you.

Oh and here's how I'm introducing data from main.cpp

Sprite Player;
Vertex Position[] =
{
Vertex(glm::vec3(1.0f, 1.0f, 0.0f), glm::vec2(0.0f, 0.0f)),
Vertex(glm::vec3(1.0f, -1.0f, 0.0f), glm::vec2(0.0f, 1.0f)),
Vertex(glm::vec3(-1.0f, -1.0f, 0.0f), glm::vec2(1.0f, 1.0f)),
Vertex(glm::vec3(-1.0f, 1.0f, 0.0f), glm::vec2(1.0f, 0.0f))
};

Vertex PlayerPosition[] =
{
Vertex(glm::vec3(-0.5f, 0.0f, 0.0f), glm::vec2(0.0f, 0.0f)),
Vertex(glm::vec3(0.0f, 0.5f, 0.0f), glm::vec2(0.0f, 1.0f)),
Vertex(glm::vec3(0.5f, 0.0f, 0.0f), glm::vec2(1.0f, 1.0f))
};

Call function:

void Render()
{
Sprite Background(Position, sizeof(Position) / sizeof(Position[0]));
Player.DrawPlayerMesh(PlayerPosition, sizeof(PlayerPosition) / sizeof(PlayerPosition[0]));

Background.Render();
}
Edited by MaimaVanPersie