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Latest geometryshader Activity
I've been staring this for quite some time now and I'm seriously beginning to think that I'm going insane. I'm sure I'm missing something trivial somewhere, but I'm running out of ideas where to look:
- I have a vertex shader, which takes a stream of integers (32-bit, I've checked the data and shader …
Hi
I'm trying to implement wireframe drawing with hidden line removal. In the geometry shader I make lines from the input triangle. I plan to change the z-value in the geometry shader so that the lines are closer to the camera to avoid stippling (maybe this approach is wrong too).
I want to do …
To fix z fighting when rendering a wireframe on top of another mesh, you want to change your depth test to something similar to GL_LEQUAL (less than or equal to comparison), instead of the usual GL_LESS. This will make your depth test succeed if the depth is equal (which is the case if you render t…
Got it working, found some code to help. ?
#version 430
layout (points) in;
layout (triangle_strip, max_vertices = 34) out; // 16 steps
uniform int img_width;
uniform int img_height;
uniform int cam_factor;
uniform vec3 camera_pos; // assumes that the lookat is effect…
hplus0603 said:
Based on depth buffer (texture) reads. …Based on ID buffer (stencil, or separate color channel) reads. …
If I'm not much mistaken, these two techniques can be used to reinforce each other--the former capturing outlines within an object (e.g. a character's arm extended across their che…
Problem has been fixed. uvScale had an invalid Value, so HeightMap.SampleLevel always was zero.
That would be tutorial that teaches you “the Carmack's Reverse”. On following tutorial I agree even on siluette construction, I implemented it the same way
http://archive.gamedev.net/archive/columns/hardcore/shadowvolume/page2.html
I am having trouble getting this working. My code is:
GLuint query;
glGenQueries(1, &query);
glBeginQuery(GL_PRIMITIVES_GENERATED, query);
vector<float> in_data((fsp.resolution - 1)* (fsp.resolution - 1) * 5 * 9);
GLuint tbo;
glGenBuffers(1, &tbo);
glBindBuffer(GL_ARR…