juanMorata

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About juanMorata

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  1. OpenGL Rendering engine design

      Thanks! I have ordered for now the Game Engine architecture book and have put in my list the PBR one :)      Check out Horde3D (OpenGL). It's a small and easy to read open source rendering engine (supports both forward and deferred rendering and uses a (limited) data-driven architecture). So it should be a good starting point.   I'm also releasing my small open source engine in a couple of weeks    Thank you! I'll have a closer look to Horde. Can't wait to see yours as well! 
  2. Hi all!    Since a bit ago I developed a small self-contained program for each effect/technique I wanted to try out. Recently I felt the need of having a personal rendering engine, not to make a game, but just as a good and versatile sandbox for my graphics experiments.    Foolishly enough, I have started bashing hands and head on my keyboard without a bigger plan and I came up with something that do work for some cases, but I am far from feeling comfortable with it.    Do you know some open source (preferably using OpenGL) rendering engines that are reasonably small (to read the code easily), but good enough to take as example to start with?  Are there some good resources (aka tutorial or books) useful for my needs?  I also wanted to learn about deferred rendering, so something that provide both forward and deferred would be great plus!     I am sorry if I am being clear of what I am asking or I am being too vague.   Thank you very much!   Juan
  3. Solid angle in lat-long

      Intuitively yes, thanks! As I'm actually scaling pixel intensity values I should scale them by the absolute value of the cosine right? Otherwise as the latitude varies between 0 and pi I may end up with negative values. 
  4. Solid angle in lat-long

    I have an application for which I want to normalize a lat-long map by the solid angle subtended by each pixel, but I'm a bit lost with this. I did read that to have an equal area I have to multiply the values in the map by the vertical cosine fallof (cos phi), however as I'm curious to understand better, do you know a good source to fully understand why is this or can you explain to me why is this? I mean I know that the mapping is not equi-area, but why is the correction by cos phi (if it is cos phi)?    Thank you!