mellinoe

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About mellinoe

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  1. @Hodgman I am indeed using a D3D style matrix. I mentioned at the end that I made a couple of modifications that are supposed to account for those differences, which I found from some older discussion threads. I suppose I can go the whole way and try to start with a GL-style matrix and see if it helps. EDIT: Hrm, using a GL-style matrix didn't seem to affect the results much.
  2. I'm currently working on adding a reflective surface to my project. I have most of it down and working properly, but I am struggling with a technique I've read about online (and which seems to be widely used). I'm referring to this technique: "Modifying the Projection Matrix to Perform Oblique Near-Plane Clipping". Without the technique, I'm able to render my reflective surface correctly, but only if I delete all of the objects behind the reflection plane. I'm aware that I could add some code into my pixel shader to clip fragments that are behind the custom clipping plane, but I'd like to avoid doing that if I can. Without the oblique near plane: https://i.imgur.com/ZxnwKNX.jpg I've followed several different versions of the technique linked above, but I can't seem to get it right. Invariably, I end up with weird distortions like this: The last little "preview image" at the top shows the rendered reflection view. You can see that the reflected view is completely warped, and stretches out infinitely rather than just having a regular upside-down perspective. The function that modifies the projection matrix is really small, so I'm not sure where my mistake is. The one thing I've modified from the link above is I am scaling the clip plane by (1 / dot(clip, q)) instead of (2 / dot(clip, q)), and removed a +1 at the end, because I am using a [0, 1] clip space. I've seen this mentioned in some places online. Regardless, it doesn't help to change that back. Can anyone point me in the right direction here? The relevant code can be seen here. Any help would be much appreciated.
  3. Hi all, First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource! Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots: The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios. Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.