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Kjell Andersson

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About Kjell Andersson

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  1. Kjell Andersson

    Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/
  2. Kjell Andersson

    Caustics Generator 5.0 Available

    Spectral rendering enters the computer graphics world. After a period with not that many feature improvements, Dual Heights Software have now finally released a new major version of their water texture generator software called Caustics Generator. The new version includes full spectrum color rendering allowing the simulation of spectral refraction which produces prismatic coloring effects and thus bringing caustics simulation to a new level. The spectral functionality is available in the Pro version on both Windows, Mac and Linux. Read more about the Caustics Generator at https://www.dualheights.se/caustics/ View full story
  3. Kjell Andersson

    Blooming OpenFX plugin

    For those doing promotional videos for their games we have released a video plugin that allows you to add glow, aka blooming, as a post effect in your video pipeline. The plugin is an OpenFX plugin that works in video editing software such as Nuke, Catalyst Edit, Natron or any other OpenFX compatible host software. The blooming filter allows you to set the threshold intensities that you want affected by the glow. You can also color tint the glow or make it anisotropic for stretched glow effects typically used for really bright intensity light streaks. Sample of an image before the blooming effect is applied: Image after blooming has been applied: You can find out more about this plugin on the Genifect OpenFX plugin suite page.
  4. Kjell Andersson

    3D Model Coding Question - DX11

    The Autodesk FBX SDK is a widely used toolkit for loading models and playback of animations. The SDK is generic and can be tied to whatever 3D API you want to use (OpenGL, DirectX etc) in the sence that it loads and animates the mesh and when it is finished you have to transfer the computed mesh vertices to your favorite 3D API. The SDK contains examples on how to use the SDK but if I recall it only contains the glue towards OpenGL. That can be translated over to DirectX quite easily though since you are just dealing with simple vertices and material properties.
  5. Kjell Andersson

    OpenGL legacy to shader mapping

    Thank you Zao, you saved my day! You gave the exact answer I was looking for. I had my doubts about interoperability between legacy and modern OpenGL, and you confirmed it. It is however as you say, the texture coordinate was to be found at position 8 when I tested it, but since this may be NVIDIA specific I have to find a way around it.
  6. I'm trying to get some legacy OpenGL code to run with a shader pipeline, The legacy code uses glVertexPointer(), glColorPointer(), glNormalPointer() and glTexCoordPointer() to supply the vertex information. I know that it should be using setVertexAttribPointer() etc to clearly define the layout but that is not an option right now since the legacy code can't be modified to that extent. I've got a version 330 vertex shader to somewhat work: #version 330 uniform mat4 osg_ModelViewProjectionMatrix; uniform mat4 osg_ModelViewMatrix; layout(location = 0) in vec4 Vertex; layout(location = 2) in vec4 Normal; // Velocity layout(location = 3) in vec3 TexCoord; // TODO: is this the right layout location? out VertexData { vec4 color; vec3 velocity; float size; } VertexOut; void main(void) { vec4 p0 = Vertex; vec4 p1 = Vertex + vec4(Normal.x, Normal.y, Normal.z, 0.0f); vec3 velocity = (osg_ModelViewProjectionMatrix * p1 - osg_ModelViewProjectionMatrix * p0).xyz; VertexOut.velocity = velocity; VertexOut.size = TexCoord.y; gl_Position = osg_ModelViewMatrix * Vertex; } What works is the Vertex and Normal information that the legacy C++ OpenGL code seem to provide in layout location 0 and 2. This is fine. What I'm not getting to work is the TexCoord information that is supplied by a glTexCoordPointer() call in C++. Question: What layout location is the old standard pipeline using for glTexCoordPointer()? Or is this undefined? Side note: I'm trying to get an OpenSceneGraph 3.4.0 particle system to use custom vertex, geometry and fragment shaders for rendering the particles.
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