Newest Questions
1vote
1answer
35views
Multiple color attachments receiving color although only one being written to
I have a 2D texture array of 8 layers attached to 8 color attachments of an FBO as so:...
1vote
1answer
29views
How to rotate at center of instance?
How do I rotate around the instance itself instead of the rotating the entire shader? You can see what I mean by rotating the entire shader in the images below:Here is the main.c:...
0votes
0answers
29views
Animations turning human hair into cat hair
Things with hair used to be hard in computer science.I wonder whether anyone has come up with a smooth animation that turned human skin hair into cat hair by transforming the distance between the ...
0votes
0answers
49views
proceduraly generating parametric shapes on a shader
Say I have a parametric shape, WLOG a Coon's patch.I would like to generate the level of resolution of this parametric shape based on the rendering parameters. E.g. I send the AABB of the patch + the ...
0votes
0answers
49views
Need help with portal rendering
I've been working on this hobby game engine in C and Sokol with CGLM for a short while now, and I've ran into a bit of a snag regarding portal rendering. It works as it should when the player camera's ...
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0answers
36views
How are these mixer textures generated?
I have the mixer texture for terrain blending (images attached) and I’m curious how they’re made. Are they procedural (generated by code) or usually hand-painted? Any tips or references would be great....
2votes
0answers
87views
How to automatically pick palette colours for dithering
I have written dithering software, and previously asked a question about that. Now I want to pick palette colours automatically, to make dithering easier for users.The way I've found for doing this ...
2votes
1answer
86views
How do you derive the integral equation of transfer in the PBRT book?
In the PBRT book section on the equation of transfer, they give the equation$\frac{\partial}{\partial t}L_o(p',\omega) = -\sigma_t(p',\omega)L_i(p',-\omega)+\sigma_t(p',\omega)L_s(p',\omega)$,and ...
4votes
2answers
1kviews
Why is my orthographic projection funky looking?
vertices are all defined in NDC by default, so i used an identity matrix as a base, and only used the translation part to define the visible region.the orthographic projection values: l r b t n f-1, ...
2votes
1answer
73views
Alpha blending not working properly
My alpha blending is not working properly. I am making a mini drawing program to use for a game but I've kept running into this issue with the alpha blending and I've been stumped trying to solve it. ...
1vote
1answer
58views
Math questions for deriving the perspective FoV transform
I am digging into a tutorial atm, but already the first equation is stumping me, and i was looking to not only refine my understanding of it, but also to get some advice on a better DIY approach in ...
0votes
1answer
55views
Switch between different OpenGL shaders involving uniform variables
When I switch between two different OpenGL shaders instances do I need to re-upload the uniform variables.For example I have a shader that have a Project and View matrix uniforms defined:...
2votes
0answers
171views
Normal Map causing uneven lighting in PathTracer
I have been working on a Path Tracer ~ following the Peter Shirley SeriesI decided to add "normal map" feature to the same, Normal Map Tutorial is the tutorial I followed. But the output I ...
1vote
1answer
63views
Can't replicate view matrix from known camera parameters
I know the real value of my view matrix, which is composed of a 3$\times$3 rotation $R$ and a translation vector $\mathbf{t}$$$R=\left(\begin{matrix}0.935002 & 0.0608577 & 0.349381 \\0....
1vote
0answers
74views
Why does my PBR IBL lighting look incorrect?
I followed learnopengl.com IBL tutorial but implemented in on DirectX11, so every shader was converted from GLSL to HLSL. As a result, I have artifacts with some HDRI images and also as I use bloom ...




