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N1ghtDr34m3r

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  1. Thanks for that, xycsoscyx. But it occurs, that if I use alpha testing and discard it, the smooth outline of signed distance field won't be smooth anymore, due to the fact, that the smoothness (like antialiasing) relies on the alpha fading. Any other ideas?
  2. Helloy xycsoscyx,   that's a point I've forgot to mention: since I'm using OpenGL 3.3 Core, I can't use alpha testing by using glEnable(GL_ALPHA) and glAlphaFunc(...). Is there some other way for that?
  3. Hello Stainless,   that doesn't changed anything and wasn't a problem.    Anyway, two of the three questions aren't answered by now. 
  4. Hello C0lumbo,   thanks for replying.      Thanks for that. If I substract the spread from xAdvance it seems to be alright. Anyway, sometimes it looks not so perfect, but I think, this is due to no kerning yet. Any idea on how to implement it? I've got the data for a simple alphabet (something around 1111 kerning values), but don't know how to iterate it fast enough on a per character basis.       Unfortunately it is no illusion.  Here some screenshot, zoomed in a little bit:   It is the same font with the same size but without a different color in the background. Why does it occur? Is my fragment shader wrong?   Thanks and a good evening, NightDreamer
  5. Hello everyone    I've just implemented signed distance field text rendering and I've got a few minor problems, I can't solve by myself.    First of all, a quick overview of the problems: I advance the cursor on the x-axis with the value of "xAdvance" (should be self-explanatory), but the space between two characters seems to be wrong (see screenshots). How can I fix this? How could I set a font size like "Set this font to a size of 12px"? => How do I calculate the correct box size for a single character? It occurs that the visual font thickness depends on the background color (see screenshots, in the upper one, the font seems to be clearly thicker). Why does it happen? (Due to alpha?)  And how can I prevent this behaviour? So, here are some screenshots:       Now, I hope you see what I meant. If not feel free to ask and I will try to clarify it. Here, my implementation:   The signed distance field font files were created with Hiero It created the texture (512x512 in my case) and a .fnt text file. The important (and almost all) parts (/lines) of this file are like char id=33 x=484 y=202 width=24 height=60 xoffset=-7 yoffset=7 xadvance=33 where x,y,width,height represent non normalised texture coordinates and the offsets and xadvance represent pixel numbers.   The fragment shader, which calculates the actual visual character on the signed distance field texture: #version 330 core in vec2 _uv; uniform vec3 color; uniform sampler2D fontAtlas; const float width = 0.5; const float edge = 0.1; void main() { float distance = 1.0 - texture(fontAtlas, _uv).a; float alpha = 1.0 - smoothstep(width, width + edge, distance); gl_FragColor = vec4(color, alpha); } This is how I calculate the vertices for drawing: void Font::write(const char* text, float scale, float x, float y, float z) { for (const char* p = text; *p; p++) { Glyph g = m_glyphs[*p]; float gx = x + static_cast<float>(g.xOffset) * scale; float gy = y - static_cast<float>(g.yOffset) * scale; float gw = static_cast<float>(g.width) * scale; float gh = static_cast<float>(g.height) * scale; x += g.xAdvance * scale; if (!gw || !gh) continue; float u1 = static_cast<float>(g.x) / static_cast<float>(m_atlas.width); float u2 = u1 + (static_cast<float>(g.width) / static_cast<float>(m_atlas.width)); float v1 = static_cast<float>(m_atlas.height - g.y) / static_cast<float>(m_atlas.height); float v2 = v1 - (static_cast<float>(g.height) / static_cast<float>(m_atlas.height)); m_buffer.push_back(Vertex(gx , gy , z, u1, v1)); m_buffer.push_back(Vertex(gx , gy - gh, z, u1, v2)); m_buffer.push_back(Vertex(gx + gw, gy - gh, z, u2, v2)); m_buffer.push_back(Vertex(gx , gy , z, u1, v1)); m_buffer.push_back(Vertex(gx + gw, gy - gh, z, u2, v2)); m_buffer.push_back(Vertex(gx + gw, gy , z, u2, v1)); } } This is how I render all of this: void Font::render(const glm::mat4& ortho, const glm::vec3& color /*= glm::vec3(1.0f)*/) { if (m_buffer.size() > 0) { m_shader.bind(); m_shader.setUniform("ortho", ortho); m_shader.setUniform("color", color); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_atlas.id); glBindVertexArray(m_vao); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * m_buffer.size(), &m_buffer[0], GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(m_buffer.size())); glBindTexture(GL_TEXTURE_2D, 0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); glDisable(GL_BLEND); m_shader.unbind(); m_buffer.clear(); } } If you need some other code, just say it and I'll provide it.    Cheers, NightDreamer   EDIT: - minor changes in question 1 and 3
  6. OpenGL

      Okay, yeah, I think I will stick to Bruneton's implementation for a while. But it's quite heavy. Any tipps/tricks for this? :)
  7. OpenGL

      Personally I get way more confused, looking at those publications. :) I need actual implementations to fully understand things like that.     Okay. If I understand it correctly, Sean O'Neill wasn't using precomputed scattering tables, was he?
  8. OpenGL

      Yep, Rayleigh scattering in interaction with Mie scattering, like Sean and Eric (and almost everyone I read about) used, if I understood that correctly.   EDIT: I realised, that Eric used 4-5 shader programs in his demo. Are they all needed? Or is only one program for the sky?
  9. OpenGL

      Okay, that's a good point. Although I'm developing on a GTX980Ti.   I'll try Eric Bruneton's approach first. If I got problems, I will ask again and/or try Alex Peterson's (btw: I'm aboslutely a fan of his program Spacescape) Unfortunately I couldn't get his sample project/code working. I've made a new VS2013 project, copied all his files, included GLEW and Glut but can't find the library/headers for "tiffio.h"...   EDIT: Also (if I commented all the texture loading stuff out) the linker complains about missing functions in glut, which can't be the case, due to the fact, that I'm successfully linking to the glut.lib and including the glut.h
  10. OpenGL

    Hello swiftcoder,   thank you for replying. That makes a lot more clear.     I think Eric Bruneton's work (which looks indeed extremely awesome) isn't a good solution for a game, isn't it? And the second approach from Alex Peterson shows only the perspective from the sky. In my use case it would be rendered to a screen filling quad to be the background sky in a game with day/night cycles. :)
  11. Hello everyone,   there's something special I want to implement, but that I can't understand: atmospheric scattering. My goal is, to achieve a sky background, where I can adjust the color gradients/etc. parameters.   Therefore I googled and found a lot of interesting stuff: Sean O'Neills GPU Gems 2 - accurate atmospheric scattering. 1. Question) Why is everything I found regarding the implementation stuff from before 2012?   Now I had a problem: the shader described is only the SkyFromSpace shader. This was fixed, after I found the link to the download section.   Then there came up another problem: almost everyone got the tip: visit his website and download the improved version. 2. Question) How should I visit Sean O'Neills old website, if the website is now a website for casinos?   TLDR: Have anyone an idea how to get the source for Sean O'Neills implementation 'SkyFromAtmosphere' in OpenGL? Or better: an actual tutorial for atmospheric scattering? Or is there something better these days? (<- that's why everything is from before 2012?)   Thanks in advance, NightDreamer
  12. Hi, Sorry for late answering, university eats all of my sparetime. :D Here's an example of what I mean: I want to have a Quadtree for the map, so I can easy traverse it and calculate collisions and other things. That would be no problem, if I would have an idea for how I can positioning an object like a building on the map/on that grid -> quadtree.
  13. Yeah, I know that. Sorry, if my message wasn't as clear as I thought. What I really wanted to say by that, was that I'm interested in learning the "background programming": how an engine would handle it, how far it can be handled, where pros/cons are, where performance critical sections are, how to achieve stable performance, etc. I already played around with Unity and Unreal. And I just don't want to click a game together.  (I know, you can code your own stuff, due to the fact, that I prefer C++ style over C#, I would stick to UE instead of Unity )  For me, it feels like a WYSIWYG Website Editor, just for Games. But I want to code it. I want to code something, that I'm proud off and not something, where some other devs can be proud of their engine, that she could handle it.      Back to topic:   Is it useful to use a "scene format" (XML or something like that) instead of hardcode positions in the mehs vertices? My thoughts were, that when the meshs vertex positions are hard coded (offsetted in Blender), it could be bad due to floating point errors. Is it something to worry about? Or should I make something like a world editor, where I can move objects around and save it to a file like a "world description"?
  14. Thanks for all this interesting stuff. Yeah, spacial partitioning was a thing I learned a time ago. Just forget about it, but ya, that will be definitely a thing I will implement. Moewover I will definitely look up software occlusion culling and predicate rendering. Thanks for that.           Mhmm... yeah, that's true. I can definitely use an premade engine. But what should I, as a programmer, learn, when I'm letting all the stuff done by the Unreal Engine which other programmer wrote. And where does these programmer have their knowledge from?  Another engine maybe? Maybe from Unity3D? 
  15. Thanks at all! That made it a bit clearer, especially the frustum culling.    I would appreciate it, if I could do this. But for me, there's one detail missing... If I have a bunch of meshs, all bound to a cube and a player with a "camera", I only have a bunch of points (the cubes) and a 4x4 matrix (the camera). How am I now able to compute the frustum culling on the CPU side? The link you gave me is awesome! Thanks!   But what about the logical update aspect instead of just the rendering? If I render only the objects within the previously calculated frustum, maybe I could update each objects logic? Or is something like "update only objects within a specific radius outside of the frustum" a good approach?