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    • 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
    • By Fadey Duh
      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!
    • By Jens Eckervogt
      Hello guys, 
       
      Please tell me! 
      How do I know? Why does wavefront not show for me?
      I already checked I have non errors yet.
      using OpenTK; using System.Collections.Generic; using System.IO; using System.Text; namespace Tutorial_08.net.sourceskyboxer { public class WaveFrontLoader { private static List<Vector3> inPositions; private static List<Vector2> inTexcoords; private static List<Vector3> inNormals; private static List<float> positions; private static List<float> texcoords; private static List<int> indices; public static RawModel LoadObjModel(string filename, Loader loader) { inPositions = new List<Vector3>(); inTexcoords = new List<Vector2>(); inNormals = new List<Vector3>(); positions = new List<float>(); texcoords = new List<float>(); indices = new List<int>(); int nextIdx = 0; using (var reader = new StreamReader(File.Open("Contents/" + filename + ".obj", FileMode.Open), Encoding.UTF8)) { string line = reader.ReadLine(); int i = reader.Read(); while (true) { string[] currentLine = line.Split(); if (currentLine[0] == "v") { Vector3 pos = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inPositions.Add(pos); if (currentLine[1] == "t") { Vector2 tex = new Vector2(float.Parse(currentLine[1]), float.Parse(currentLine[2])); inTexcoords.Add(tex); } if (currentLine[1] == "n") { Vector3 nom = new Vector3(float.Parse(currentLine[1]), float.Parse(currentLine[2]), float.Parse(currentLine[3])); inNormals.Add(nom); } } if (currentLine[0] == "f") { Vector3 pos = inPositions[0]; positions.Add(pos.X); positions.Add(pos.Y); positions.Add(pos.Z); Vector2 tc = inTexcoords[0]; texcoords.Add(tc.X); texcoords.Add(tc.Y); indices.Add(nextIdx); ++nextIdx; } reader.Close(); return loader.loadToVAO(positions.ToArray(), texcoords.ToArray(), indices.ToArray()); } } } } } And It have tried other method but it can't show for me.  I am mad now. Because any OpenTK developers won't help me.
      Please help me how do I fix.

      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 !
    • By codelyoko373
      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.
    • By Jens Eckervogt
      Hello everyone, 
      I have problem with texture
      using System; using OpenTK; using OpenTK.Input; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL4; using System.Drawing; using System.Reflection; namespace Tutorial_05 { class Game : GameWindow { private static int WIDTH = 1200; private static int HEIGHT = 720; private static KeyboardState keyState; private int vaoID; private int vboID; private int iboID; private Vector3[] vertices = { new Vector3(-0.5f, 0.5f, 0.0f), // V0 new Vector3(-0.5f, -0.5f, 0.0f), // V1 new Vector3(0.5f, -0.5f, 0.0f), // V2 new Vector3(0.5f, 0.5f, 0.0f) // V3 }; private Vector2[] texcoords = { new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1), new Vector2(1, 0) }; private int[] indices = { 0, 1, 3, 3, 1, 2 }; private string vertsrc = @"#version 450 core in vec3 position; in vec2 textureCoords; out vec2 pass_textureCoords; void main(void) { gl_Position = vec4(position, 1.0); pass_textureCoords = textureCoords; }"; private string fragsrc = @"#version 450 core in vec2 pass_textureCoords; out vec4 out_color; uniform sampler2D textureSampler; void main(void) { out_color = texture(textureSampler, pass_textureCoords); }"; private int programID; private int vertexShaderID; private int fragmentShaderID; private int textureID; private Bitmap texsrc; public Game() : base(WIDTH, HEIGHT, GraphicsMode.Default, "Tutorial 05 - Texturing", GameWindowFlags.Default, DisplayDevice.Default, 4, 5, GraphicsContextFlags.Default) { } protected override void OnLoad(EventArgs e) { base.OnLoad(e); CursorVisible = true; GL.GenVertexArrays(1, out vaoID); GL.BindVertexArray(vaoID); GL.GenBuffers(1, out vboID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(vertices.Length * Vector3.SizeInBytes), vertices, BufferUsageHint.StaticDraw); GL.GenBuffers(1, out iboID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(indices.Length * sizeof(int)), indices, BufferUsageHint.StaticDraw); vertexShaderID = GL.CreateShader(ShaderType.VertexShader); GL.ShaderSource(vertexShaderID, vertsrc); GL.CompileShader(vertexShaderID); fragmentShaderID = GL.CreateShader(ShaderType.FragmentShader); GL.ShaderSource(fragmentShaderID, fragsrc); GL.CompileShader(fragmentShaderID); programID = GL.CreateProgram(); GL.AttachShader(programID, vertexShaderID); GL.AttachShader(programID, fragmentShaderID); GL.LinkProgram(programID); // Loading texture from embedded resource texsrc = new Bitmap(Assembly.GetEntryAssembly().GetManifestResourceStream("Tutorial_05.example.png")); textureID = GL.GenTexture(); GL.BindTexture(TextureTarget.Texture2D, textureID); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)All.Linear); GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)All.Linear); GL.TexImage2D(TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, texsrc.Width, texsrc.Height, 0, PixelFormat.Bgra, PixelType.UnsignedByte, IntPtr.Zero); System.Drawing.Imaging.BitmapData bitmap_data = texsrc.LockBits(new Rectangle(0, 0, texsrc.Width, texsrc.Height), System.Drawing.Imaging.ImageLockMode.ReadOnly, System.Drawing.Imaging.PixelFormat.Format32bppRgb); GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, texsrc.Width, texsrc.Height, PixelFormat.Bgra, PixelType.UnsignedByte, bitmap_data.Scan0); texsrc.UnlockBits(bitmap_data); GL.Enable(EnableCap.Texture2D); GL.BufferData(BufferTarget.TextureBuffer, (IntPtr)(texcoords.Length * Vector2.SizeInBytes), texcoords, BufferUsageHint.StaticDraw); GL.BindAttribLocation(programID, 0, "position"); GL.BindAttribLocation(programID, 1, "textureCoords"); } protected override void OnResize(EventArgs e) { base.OnResize(e); GL.Viewport(0, 0, ClientRectangle.Width, ClientRectangle.Height); } protected override void OnUpdateFrame(FrameEventArgs e) { base.OnUpdateFrame(e); keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Key.Escape)) { Exit(); } } protected override void OnRenderFrame(FrameEventArgs e) { base.OnRenderFrame(e); // Prepare for background GL.Clear(ClearBufferMask.ColorBufferBit); GL.ClearColor(Color4.Red); // Draw traingles GL.EnableVertexAttribArray(0); GL.EnableVertexAttribArray(1); GL.BindVertexArray(vaoID); GL.UseProgram(programID); GL.BindBuffer(BufferTarget.ArrayBuffer, vboID); GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 0, IntPtr.Zero); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(TextureTarget.Texture3D, textureID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, iboID); GL.DrawElements(BeginMode.Triangles, indices.Length, DrawElementsType.UnsignedInt, 0); GL.DisableVertexAttribArray(0); GL.DisableVertexAttribArray(1); SwapBuffers(); } protected override void OnClosed(EventArgs e) { base.OnClosed(e); GL.DeleteVertexArray(vaoID); GL.DeleteBuffer(vboID); } } } I can not remember where do I add GL.Uniform2();
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OpenGL The Future of OpenGL

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Its about time that I actually posted a new thread in my forum... I haven''t done so in a long time! So basically, I want to know what you guys think about the future of OpenGL. How do you think OpenGL 2.0 will fare with its release, what would you like to see added/changed, etc? JUST TALK! Trent(ShiningKnight) THE Engine trent@voxelsoft.com

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from what I''ve read of the specs (which is a brief run over the inital short doc a while back) it does look to be VERY promising, and some of the features I''m acculaty looking forward to.

It should also sort out the Nvidia/ATI/Maxtrox problems which are going to start appearing more and more, perticualy with regards to vertex and pixel shaders (the high level shader lang is a very nice feature, I know ya dont NEED to use ''em, but its nice to have ''em there for effects which would benifit from them).

The object system for things such as textures etc is also a great step forward from the current system, I cant remember if you have a way to force things into video RAM using it, but if not it should be, if so then yey!

Future wise, well, D3 proves that current OGL isnt dead, and as long as the API can keep up with the hardware without going back to the current maddness of extensions (yes extensions are good but atm it does feel like over kill and its bit of a mess) the future looks good.

Also, the other projects linked to OGL2.0 (like the one for video replay via OGL, or something like that) all give a nice future possiblity, and I look forward to the OGL2.0 becoming released and the first cards to full support it all.

imho, the future has never looked better for OGL, and hopefully with the relase of OGL2.0 we''ll start to see more games released with OGL support, which as a side effect, might well help x-platform dev.

There ya go, a starter for ya to all pick apart
[excuse the typos, I''m tired but this subject does excite me a lot so I had to write something, better review the specs again later :D ]

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I think the proposed features look very good, and will not only bring the API up to date, but bring it into the furture as well. I am, however, concerned that version 2 may fall victim to some of the same problems as version 1. First, I hope that the ARB does not let the standard fall into extension hell again, particularly having similiar, but slightly different extensions for different vendors. Second, I hope that it does not take as long to update the standard in the future, so we aren''t stuck on version 2.0 for 5 years after it comes out. Third, I would really like to see a ultility library included with OpenGL, to do things like SIMD accelerated matrix,vector and quaternion math, load common texture formats, and load a basic model format. Lack of these basic functions which are included in direct X represents a barrier to those just getting started with OpenGL. Fourth, I really want to see someone, game companies, engineers, defense contractors, or whoever, force microsoft to include OpenGL 2.0 support in windows. Otherwise, I fear that we will be stuck on version 1.1 in windows forever.

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OpenGL 2.0 Looks great! I was looking over the papers on it today and I just happened to notice that the NV_Occlusion Extention was not on the list that was in the overview but the HP_OCCLUSION was and it is uncertain What they will do with it. I think that the something like the NV_Occlusion extention should be included. but it was not on the list at all.

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quote:
Original post by invective
Third, I would really like to see a ultility library included with OpenGL, to do things like SIMD accelerated matrix,vector and quaternion math, load common texture formats, and load a basic model format.

OpenGL, being purely a graphics library, should probably not include those features directly. However, a utility library (like you said) could. However, again, I think that functionality can be found elsewhere.

Textures: OpenIL (now DevIL, but I like its old name better) loads textures (images) with an OpenGL-like interface.

SIMD acceleration: There is some library for ''fast math'' that''s open source. I can''t remember the name, but it was made by some important group (heh). It probably used AT&T style assembly, so good luck getting it to build outside of GCC.

Models: I was (kind-of am) working on a model loading and conversion library/kit called OMA, but it kind of stalled after the other members died (well...). I did a lot of work on it a while back, but I either don''t have the time or I am not in the mood to work on it most of the time now. If anyone would like to pick-up where I left off, feel free to, it''s under the BSD license so it''s pretty open.

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quote:
Original post by Null and Void
OpenGL, being purely a graphics library, should probably not include those features directly. However, a utility library (like you said) could. However, again, I think that functionality can be found elsewhere.



I know you can find this kind of functionality else where (you can even just link in the D3DX lib on windows), but the thing is that these functions are so common and fundamental to just about any OpenGL app that I really think they should be included with the API. You can''t do anthing remotely complicated without some kind of vector or matrix class, and everyone has to at least load a texture. It makes it much easier to use if you have this kind of support out of the box, particularly if it is guaranteed to be cross platform. It also standardizes code, avoids duplication, and would make examples clearer to those who are learning. The inclusion of so many useful helper functions is really the one aspect of Direct X, that I like much better than OpenGL.

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Guest Anonymous Poster
OpenGL 2.0 is great and I like especially the high level shading language. The extensionens are great and should be still supported in OpenGL 2.0, because they add new hardware features through a driver update. The only problem today with OpenGL 1.3 is that there are different extensions for different cards like var/vao and register combiner/fragment shader. I''m really looking forward to OpenGL 2.0 that should solve this issue.

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I think one can use d3dlib from within Opengl and glu within d3d. I''m not sure how Opengl2 will work on the windows platform with MS and all that. Other than that Opengl 2 looks really good so far. I like the idea of including audio api with gl2.

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For the last time, kids, OpenGL is a graphics library and will never be anything but that. The same is true of Direct3D. Both APIs have auxiliary libraries which provide common functionality--contrary to common belief, Direct3D is only a graphics API. And if you want an everything-but-the-kitchen-sink solution, use SDL or, mix and match things like DevIL and OpenAL.

With all that said, I''m sure that OpenGL 2.0 will also have an updated set of auxiliary libraries to complement it, just as has been true since the beginning.

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