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Latest OpenGL Activity

I have no clue what the problem was. So I just implemented it on the CPU. Works great now.

2,164 views
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kotets
August 27, 2024 01:50 PM
Scalable shader to blend multiple materials in general form

My algorithm / logic is maybe a bit random, first thing I ended up with, so vertex re-use patterns become really strange with a lot of materials 😂

Purple = reused vertex. Empty = duplicated vertex.

So a chunk (32x32x32 in my case) with ≥ 4 materials might have its reuse rate lowered, but these chunk…

4,352 views
Splitting image into tiles

I boiled it down to only a couple of lines' difference.

Here is the float* version, which works:

		int num_tiles_per_dimension = 1;

		std::vector<cv::Mat> array_of_input_mats = splitImage(input_mat, num_tiles_per_dimension, num_tiles_per_dimension);
		std::vector<cv::Mat> array_of_output…
2,369 views
biell2015
August 06, 2024 04:48 PM

You are not understanding, as always of course, I'm not using shaders because it's more work, I'm not using them because I don't want to. I don't care about performance, I didn't ask anyone about this, I didn't even mention this word in my question…

5,835 views

UPDATE: I was sent this and it works.  Also, it is not localized to samplerCube , it also affects sampler2D and sampler2DArry.  Probably all of them but these are the only ones I am using.

Timothy Arceri commented on a discussion:

If you want to avoid the current issue in mesa you should be…

6,803 views
buzzelliart
June 17, 2024 03:27 PM
OpenGL procedural terrain - a longer walk

OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
 

8,533 views
Ed Welch
May 14, 2024 10:04 PM
Screen space ambient occlusion in Merc Tactics

I wanted to improve the graphic quality for Merc Tactics by adding a SSAO shader and I looked into several techniques. The best quality implementation of this is GTAO. There is also ASSAO, which is used in the Godot engine. Unfortunately, GTAO is a bit too heavy weight and I want Merc Tactics …

179,912 views
buzzelliart
April 23, 2024 06:28 PM
Day/Night cycle inside my custom OpenGL engine

Finally implemented proper day/night cycle inside my custom OpenGL render.

Now the engine can vary sun position according to hour and day of the year, and also according to the latitude, with a good approximation.

3,261 views
ReverseLogic
January 03, 2022 06:37 AM
Vivid3D - New open source 3D engine.

https://sourceforge.net/projects/vivid-3d/

Vivid is a modern C++ 3D engine using OpenGL4+.
It is written using Visual C++ 2022, and relies on several open source projects to achieve it's goal of making it easy and run to make modern games with it.

Features
  • GPU Accelerated Skeletal animations for actor…
16,203 views
Josh Klint
April 29, 2021 10:59 AM
Ultra App Kit released - framework for desktop GUI applications

Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications.

Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically …

9,246 views
small3d Tutorial

small3d is a small, cross-platform 3D game development library I have put together and have been maintaining over the past few years. This is a tutorial on creating a ball in Blender, and then writing a C++ program that loads it and moves it around on the screen, using small3d. Alternatively you ca…

91,129 views
Shaders for Beginners (with examples in OpenGL and Defold)

I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?

This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…

13,651 views
mfilion
July 09, 2020 07:40 PM
Deep dive into OpenGL over DirectX layering

Earlier this year, Collabora announced a new project with Microsoft: the implementation of OpenCL & OpenGL to DirectX translation layers. Here's the latest on this work, including the steps taken to improve the performance of the OpenGL-On-D3D12 driver.

https://www.collabora.com/news-and-blog/bl…

8,539 views
mfilion
March 24, 2020 03:35 PM
Introducing OpenCL and OpenGL on DirectX

Today, Collabora is excited to announce a partnership with Microsoft to build OpenCL and OpenGL mapping layers on DirectX, in order to bring OpenCL 1.2 and OpenGL 3.3 support to all Windows and DirectX 12 enabled devices. Support for OpenGL is realised through the Mesa3D project's Gallium layer.

htt…

7,306 views
khawk
December 31, 2017 03:51 AM
NeHe OpenGL Lessons now on GameDev.net Github

We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.

Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has…

9,834 views
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