2
votes
Accepted
Last hole artifact in screen space refection with Hierarchical Z
After some refinements I have found the solution (see picture). The vertical holes were due to the line "return ColorOut" just after the refinemax loop. This line must be removed to let the ...
1
vote
Accepted
What transformations are performed under model space?
Model space is the name of the space you are in before you have applied any of S, R, or T.
...
1
vote
Accepted
Convert Global Space 3D Location to Local object space?
You'll have to unpeel the transformations applied to B one by one, in reverse order. Typically we'll apply transformations in the sequence...
Scale
Euler Roll
Euler Pitch
Euler Yaw
Translate
So ...
1
vote
View Space From gl_FragCoord
The problem was that I had used the clip plane depths where I should have used the near and far values as passed to glDepthRange, which I now know are 0 and 1 by default. So, since I use these ...
1
vote
Are there any disadvantages of using Distance Squared checks rather than Distance?
Using distance squared is almost always just fine and good for performance. The following considerations are important:
If you want to think about the sum of a number of distances, distance squared ...
Only top scored, non community-wiki answers of a minimum length are eligible
Related Tags
spaces × 24mathematics × 5
vector × 3
matrix × 3
opengl × 2
xna × 2
3d × 2
rotation × 2
transformation × 2
coordinates × 2
unity × 1
c# × 1
physics × 1
textures × 1
camera × 1
algorithm × 1
graphics × 1
glsl × 1
directx11 × 1
lighting × 1
xna-4.0 × 1
python × 1
models × 1
graphics-programming × 1
random × 1