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  1. Thank you . Looks like the problem solved. The problem was how i calculated binormal vector. I have changed cross(n, t); on cross(t, n);
  2. I've made it a little brighter, hope it helps. For some reason screenshots are darker then monitor images.
  3. ello. I'm trying to achieve image like in this picture: Here is my image: As you see they don't looks the same. Is my parallax mapping incorrect?
  4. _Flame_

    black areas in normal mapping

    Never mind, i have found the problem. It is not related to normal mapping. It is the other pat of algorithm that messing up normal mapping.
  5. Hello. Here is how it looks. If the camera is perpendicular to the plane that those artefacts are smaller but visible anyway. My first thought was that normals are not correct but looks like they are ok. Any thoughts why it might happen?
  6. Hello. I'm wondering how to implement good lighting for a billboard. Currently i have only one normal that points to a viewer's direction. It's ok for a flashlight but bad for point light. I have heard about normal map atlas but I don't know how to create it. Any suggestions?
  7. _Flame_

    TBN matrix in learnopengl

    Hello Zakwayda. Yes, i understand this thing is convention. But I think in opengl the convention is to have side, up, forward like here - https://www.khronos.org/registry/OpenGL-Refpages/gl2.1/xhtml/gluLookAt.xml glm::LookAt also has same convention. It would be strange to do it differently.
  8. _Flame_

    TBN matrix in learnopengl

    Hello. These is an article about normal mapping - https://learnopengl.com/Advanced-Lighting/Normal-Mapping The author is creating TBN matrix where each vector corresponds to R, G, B or X, Y, Z vector. AFAIK these vectors are x - "right", y - "up", z - "dir" and in order to build a matrix from them we must place them in that exact order - first "right", second "up", third "dir". But the author says that normal vector is "up" for some reason. Why is normal vector not "dir" since it's last in the TBN?" Quote from the article - But he constructs matrix as mat3(T, B, N). I don't understand why N is called "up" whereas it should be "dir" to my mind.
  9. _Flame_

    slow instancing

    Tried it too, same performance. But i think you meant " output to fragment shader". So I have tried 3 approaches. 1. Instancing 2. VBO without instancing with one attribute dedicated to billboard position. 2. Geometry shader where point is expanded to billboard quad. Same performance for all these approaches - 20000 billboards with 50-20 fps depending on how much geometry is visible.
  10. _Flame_

    slow instancing

    It solved because i know now that my hardware is crap and can't draw geometry fast. I also implemented same without instancing and the result is similar.
  11. _Flame_

    slow instancing

    This topic is solved, i don't have any questions or expectations anymore, thanks.
  12. _Flame_

    slow instancing

    Thanks, i didn't look at posts in the tutorial. There is a guy who has only 5000 instances with 60 fps and his GPU is GeForce GT625. Other guy stated that nvidia cards below x50 are crap. I think my GPU falls to that category, especially because it's mobile. I didn't know there is such huge difference between GPUs. No, i'm not updating instance transformations at all. Thanks, again!
  13. _Flame_

    slow instancing

    It's definitely better but 25 fps for 20000 quads is still very far from what i expect. I definitely can do grass/billboards better (without instancing at all) but here i'm focused on instancing. I have tried to have more triangles per quad but it made it worse. I would be relieved if problem is just gpu performance. Btw i'm using instanced arrays.
  14. _Flame_

    slow instancing

    Crap, i forgot to switch to "High performance NVidia processor" after driver update. Now I have 60-25 fps(no billboard transformation update). 60 fps when I move camera away from grass and 25 fps when all grass is seen. Slow video processor anyway?
  15. Hello. i'm learning instancing by this article - https://learnopengl.com/Advanced-OpenGL/Instancing. In this article an author draws 100000 objects. I'm drawing grass billboards where each object consists of 2 quads. I have about 11-9 fps if i draw only 20000 objects and maybe 15-13 if i don't update billboard transformations. I have tried to increase the number of triangles per quad but it made it worse. Can someone shed light on why it can be so slow in my case? Maybe my hardware is insanely slow? I have NVidia GForce 940MX.
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