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About 6itru

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  1. Hi! Im trying to get a simple deferred shading working. I have GBuffer with 3 textures ( image, position, normal ). Image : http://c.wrzuta.pl/w...shading_gbuffer Normal : http://c.wrzuta.pl/w...shading_gbuffer Position: http://c.wrzuta.pl/w...shading_gbuffer I'm trying to compute point light ( when i was used directional light i almost work ) like that : // Fragment Shader // #version 330 core out vec4 outputColor; in block { vec2 TexCoord; vec3 Normal; } In; uniform sampler2D gDiffuseSampler; uniform sampler2D gPositionSampler; uniform sampler2D gNormalSampler; uniform vec3 lightPosition; uniform vec3 lightColor; uniform float lightRadius; void main() { vec4 image = texture( gDiffuseSampler, In.TexCoord ); vec4 position = texture( gPositionSampler, In.TexCoord ); vec4 normal = texture( gNormalSampler, In.TexCoord ); vec3 lightDir = lightPosition - position.xyz ; normal = normalize(normal); lightDir = normalize(lightDir); float att = clamp(1.0f-length(lightDir)/lightRadius,0.0,1.0); float diff = max(dot(normal,lightDir), 0); outputColor = att * vec4(diff * lightColor,1.0); } i'm binding it on fullscreen quad. Result : http://c.wrzuta.pl/w...50a554e2/result It is looking like "camera is center of point light ;| dafuq? i write about ten different shaders ;| on every the same - "camera is point light center", if you set camera closer to object, light get stronger ;o? i dont know, what im doing wrong. Sorry for my bad english. I will by grateful for your help.
  2. 6itru

    border texture

    i had the same ;p try add something like this after image loading glBindTexture(GL_TEXTURE_2D, textur[fNum]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  3. SOIL ( Simple OpenGL Image Loader ) -> SOIL_INVERT_Y flag in load funcion xd When soil invert texture about Y all goes crazy xd
  4. Ok i repair it. topic to close
  5. Hi! Its agin me:P I rewrite my engine to opengl 3.3. I try to load models ( im using assimp ) But i have strange problem with texcoords i get this : Its looks like theres no texcoords? wtf? xd It's should look like this : http://www.turbosquid.com/3d-models/free-obj-mode-palm-trees/490485 ( Every model look the same ( texcoords)) my Vertex Shader: #version 150 uniform mat4 Matrix; in vec4 Position; in vec2 in_TexCoord; out vec2 out_TexCoord; void main() { out_TexCoord = in_TexCoord; gl_Position = Matrix * Position; } my Fragment Shader: #version 150 uniform sampler2D tex; out vec4 out_Color; in vec2 out_TexCoord; void main() { out_Color = texture(tex, out_TexCoord); } I think loading model code is good because its working before on opengl 2.x ;P Sorry for my stupid question Thanks for help! Grettings from 6itru.
  6. Thanks ! So, i think i write it on my engine ;P I using AssImp for loading models ( so i have a lots of format to choose) Thanks everybody for help.
  7. Hmm i will check Horde3D today and im thinking about writting on my engine but i will need help with skeletal animations and physics // written from android
  8. [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif]My game will be 3D Platform Game for Kids ( Jumping , Collecting coins etc.) [/font]
  9. Hi there! Im writting here because i have a problem. One day i decided to stop writting my engine ( OpenGL + GLSL ) and start to write game. ( I already have GDD ( Game Design Document )) I need just good engine. My engine isnt good enought to write game on it. So, there was problem. I cant find any good, free engine in the web. I have one basic requirement. It must be free for commercial production. ( Renderer DX/OpenGL It doesnt matter for me.) Maybe you know some free engines? I would by grateful. If i post it in wrong section please move it. Grettings from 6itru. -> Sorry for my bad english im from Poland(yes yes country of idiots and noobs).
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