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Unanswered Questions

1,041 questions with no upvoted or accepted answers
12 votes
1 answer
656 views

Spherical Area Lights do not match reference

So I'm adding spherical area lights to my application, and comparing my results with mitsuba, I am getting some differences (left is my approach, right is mitsuba - a pathtraced reference): What I am ...
10 votes
1 answer
704 views

Environment mapping without cubemap (need coordinates projection)

I'm working on a project with C++ and glsl (4.1). I have implemented a mirror object which is a plane at height 0 that works as follow: I render the scene with a MVP computed such that the camera ...
8 votes
2 answers
490 views

How to generate a multiplier map for radiosity

I am following this tutorial: here I am at the part where you are creating a hemicube. I have got the code to render the scene into a texture and therfore an array. Now how can I generate a so-called ...
8 votes
0 answers
432 views

How to draw Shadow Volumes in one draw call?

I've got a simple app that draws 3D cubes using instance rendering and I'm implementing Shadow Volume. Each cube's vertex, uv, normal and index data are statically stored in 4 vertex array buffers. On ...
7 votes
0 answers
844 views

How to correctly implement 'layered lighting' with Box2D-Lights

How does one only allow Box2D-Lights to affect one and only one OrthographicCamera. After researching, I found the following answer. This answer goes into detail ...
7 votes
0 answers
1k views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
7 votes
1 answer
1k views

Draw Edges in OpenGL

I use blender game engine and blender uses OpenGL for graphics. How can I draw lines around all 3D objects? Would this be a job for a filter? Mainly, I want my end result to look drawn. I found this: <...
7 votes
1 answer
4k views

Drawing fonts with LWJGL3 with OpenGL

I'm very sorry if this question has already been answered, but since I've been struggling with this for many days I thought I'd give it a shot here. My goal is to somehow render some text on the ...
6 votes
0 answers
290 views

How many Pipelines in a Typical Rendered Scene DirectX12

I'm learning DirectX12 right now and I'm missing a few pieces of the puzzle in my own head on the overall structure of how you would setup a game. Specifically, I'm trying to get an idea of how ...
6 votes
0 answers
195 views

Why is my OpenGL enabled Java game not detected by Fraps?

Recently I found out that I could enable OpenGL hardware acceleration in my Java game with the line System.setProperty("sun.java2d.opengl", "True"); Initial ...
6 votes
0 answers
979 views

Text alignment in OpenGL with FreeType2

I'm trying to implement font rendering and have got into some trouble with glyph metrics. Here's the code where I get the metrics: ...
6 votes
1 answer
2k views

Water wave simulation

I'm having a strange behavior simulating water waves. It works perfectly with directional waves, but point waves don't work like expected. If i do not normalize the directional vector(WoldPosition - ...
6 votes
2 answers
8k views

Unity - Water Cube (to 2D game)

I wonder if you can create a cube of water within the unity! I'm starting to use the Unity, and took a sought as to whether there was already something like this ... but have not found any tutorial ...
5 votes
0 answers
311 views

Rotation of a ball moving on a surface

I have a ball that moves along a platform. The ball is characterized as a sphere that has a radius and a position. The platform basically is a rectangle consisting of two vertex triangles. Its class ...
5 votes
0 answers
114 views

How do I align the cube in which shadows are computed with the view frustrum? ("View Space aligned frustum")

Short and concise: Given 8 world space positions that form a cube of arbitrary size, position and orientation and given an arbitrary light direction. How do I compute the View and Projection matrix ...

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