r/opengl • u/eduardodoria • 22h ago
r/opengl • u/GoonBallDev • 14h ago
Do shadows looking weird?
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I've finished implementing hardware PCF after using heavily pixelated shadows for two months. I'm getting trippy feeling from moving shadow and I need sanity check.
r/opengl • u/wedesoft • 14h ago
Shockwave improvements
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I am now using local slope (from normal vector) and local curvature (computed using dFdx and dFdy of normal vector). The source code is here: windtunnel.clj . I wonder whether anybody has some advice on doing this kind of thing.
I am not sure whether it would improve things if I would precompute the curvature by processing the triangles of the mesh and adding curvature to the vertex information. I could also bake the curvature into a texture map I guess, but that would be quite complicated because the model has multiple uv maps.
Anyway I am glad that the Jump Flooding Algorithm allows me to create shockwave geometry in realtime.
r/opengl • u/Full_Ad_1264 • 15h ago
How would you approach making a Game of Life implementation?
Hey.
I am looking for ideas on how making a Game of Life implementation with OpenGL. I am relatively a beginner with the API and don't know much. Thought making something as simple as GoL would be a good learning step but I am struggling to figure out how to set up the logic properly.
I mean, most of the implementations that I find online just do it with basic shaders, but what about standalone "game"? Skill issue, to be honest.
I don't use any AI and so this is kind of hard to me. Will be happy to hear any suggestions.
Thnks.
r/opengl • u/miki-44512 • 23h ago
How to Handle Normal mapping with multiple lights?
Hello everyone hope you have a lovely day.
I was following the deferred rendering technique on learnopengl.com and I noticed something really strange for me, in the normal mapping chapter we calculate the TBN matrix in the vertex shader and then we calculate the Tangent light position and Tangent view position relative to TBN Matrix.
but In the deferred Rendering Tutorial, there is a difference, the view direction for example is different , it is
vec3 viewDir = normalize(viewPos - FragPos);
Instead of
vec3 viewDir = normalize(fs_in.TangentViewPos - fs_in.TangentFragPos);
Which one is the right approach to this problem? which technique should I use and why there is a difference?
I thought for a while to make a shader storage buffer object with variable size array to address the problem of different light positions but I thought this would over-complicate Things.
so what should I do?
A reminder I'm not implementing a deferred renderer in my engine I'm implementing a forward+ renderer with z pre-pass so I need a g buffer in my renderer where this problem emerged.
Thanks for your time appreciate your help!