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Found 7 results

  1. I've taking a WebGL2 tutorial on how to make UV Spheres but noticed a one pixel size line running from the north to south poles of my uv sphere: (you'll have to click on the images to get a better look) Before posting this question, I tried exporting a UV Sphere primitive made on Blender, unwrapped it using Blender's sphere unwrapping function, and still I got the same line. I wanted to discard the possibility of this line happening because of my uv sphere implementation, but get the same situation with a uv sphere generated with blender. I'm also not lighting the scene, just using the diffuse texture map. I also drew a straight line from beginning to end on the diffuse map in order to make sure the uvs are lined up, and everything is okay..but at some point, you'll see that minor 1 pixel separation as mentioned above. Would anybody have any clue of what might be happening? I can't seem to figure out why this is occurring. Some extra info: Thought I'd mention some of my texture settings just in case it helps: mipmapping: true, wrap: "clamp", minfilter: "linearmipmap", magfilter: "linear"
  2. I've found two particular visual issues in my renders and can't seem to find a way to solve it. Just to setup some context: floors, walls and roof all use diffuse, specular and normal maps. Oh and all three are tiled in the fragment shader. If you don't mind, take a look at the video below: If you look at the roof area of the room, the pixels morph depending on the camera movement (light source is not moving): looks horrible I've also noticed that the less I tile the roof, the less morphing and dots you see. Also, if you check out the floor, you'll notice these strange artifacts around the lines of the floor. In fact, I'll show you a zoomed in picture (click for a larger view): I'm no sure what to do. I've checked if my video card supports anti-aliasing: function antialiasSamples () { const antialias = gl.getContextAttributes().antialias; return gl.getParameter(gl.SAMPLES); } ...and it does, supports 8 samples. I also have a post processing pass, but I'm blitting the frame buffer and using a multisample texture (8 samples): static toMultisample (input, output) { gl.bindFramebuffer(gl.READ_FRAMEBUFFER, input.buffer); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, output.buffer); gl.blitFramebuffer( 0, 0, input.width, input.height, 0, 0, output.width, output.height, gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT, gl.NEAREST ); gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null); gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null); } ...and this definitely works, yet still I get the same jagged edges and artifacts in the floor. I even added a feature to my textures which I honestly don't understand very well: const ext = ( gl.getExtension('EXT_texture_filter_anisotropic') || gl.getExtension('MOZ_EXT_texture_filter_anisotropic') || gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic') ); if (ext) { const max = gl.getParameter(ext.MAX_TEXTURE_MAX_ANISOTROPY_EXT); gl.texParameterf(gl.TEXTURE_2D, ext.TEXTURE_MAX_ANISOTROPY_EXT, max); } ... still not much difference. Are there any tips some of you can offer me to remove these issues? Below I'll share some information about my rendering pipeline and even share my shaders. Thank you very much for reading. Shader Pastebin Links: VERTEX SHADER FRAGMENT SHADER WebGL2 There's only one point light in the scene at vec3(0.0, 3.0, 2.0) Textures are tiled in the fragment shader (vec2 uvs = fract(uvcoords).xy * uvtile) Mipmapping on for all textures -------- By the way, I thought I'd share a video of a closer look at objects with normal mapping. So you all have an idea of how it's working so far. I'm moving the light left and right btw.
  3. I wrote a blog post about drawing quads without having to transfer additional data to the GPU compared to drawing gl.POINTS. Is this already well-known? I haven't seen the technique used in popular engines like PixiJS.
  4. Hi, I'm trying to solve a problem where I can get all colors from image. I see only one: walk through a loop at raster data and collect all bytes, I'm sure there is a better way to get colors from image. I'm thinking about some sort of collecting colors in result texture... Is it ordinary situation, could you help me, I didn find anithing on the internet... Thanks.
  5. Hi, I'm trying to optimize a webgl 1.0 app, and right know we have around 8-9 uniforms that are updated every frame (mostly floats and vec2's). We have a high cpu overhead due to drawcall count and I was wondering if it would be worth to pack all of those uniforms in a 3x3 matrix instead of setting all of them one by one.
  6. Hey! I want to port this shader: https://www.shadertoy.com/view/XtXyDN, to three.js. I’m new with fragment shaders but I’m using this topic as a semi-guide for how to port this type of frame buffer shader: https://discourse.threejs.org/t/basic-feedback-and-buffer-implementation-with-glsl-shaders/409 Sadly, there seem to be lots of variables that needs to be converted in ways that are unknown for me. And the resources for this type of porting is sparse to say the least. So i’m asking all the shader masters out there for some kind of guidance of how to port this code/variables to make the port successful. Or if someone have good information to direct me to! I would be very, very, very grateful if someone can help me with this, I could be even pay a bit for the port because its important to me to complete this asap. Thank you!
  7. Hey!This is WebGl!I have this fragment shader that I found on shadertoy.com, and now I'm going to implement it via three.js. My issue is that I would really want to be able to go control the "time" of the shader. So that I can let it "play" and then "reverse" the effect to get it back to the starting point. It will also be interactive so it's not a question of an animation.What would be the best way to do this? I'm new when it comes to fragment shaders.Here's the shadertoy effect:https://www.shadertoy.com/view/ldcGDXWould really appreciate an answer, thank you!
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