All Questions
130 questions
0
votes
1
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118
views
How to setup gradient lighting in OpenGL shader?
I setup simple single light source lighting around campfire object.
However, as can be seen, the transition between lightened area and unlighted one is sharp.
The GLSL fragment shader code:
...
2
votes
1
answer
67
views
I can't find what I'm doing wrong when rendering a point light that is clipped by the floor
I have a top down camera on my game, and I'm rendering a point light on my opengl fragment shader.
When the point light is far away from the floor it looks like I would expect it should look, like a ...
0
votes
1
answer
104
views
Normal map lighting is just slightly off
I've been trying to implement normal mapping into my custom OpenGL shader. The result I'm getting is almost there, but it looks like the Point Light is not ...
2
votes
0
answers
324
views
Best practices for treating Light Volumes in Deferred Lighting pipeline
This topic is about ways to handle light volumes in a deferred lighting pipeline.
I currently have a deferred lighting pipeline where spheres are sent to an openGL GLSL lighting shader. The sphere ...
-2
votes
1
answer
572
views
GL error GL_INVALID_OPERATION: mismatched type setting uniform of location "4" in program "1"
I get this error while trying to add lighting
...
-1
votes
1
answer
698
views
How do I add light to my textures?
How do I add light to my textures using this?
I have this
GLfloat ka = 1.0;
glm::vec3 ia = glm::vec3(0.5f, 0.5f, 0.5f);
and in the fragment shader
...
0
votes
1
answer
930
views
How to calculate the shadow bounding box with a directional light
I'm trying to implement a directional light in my C++ / OpenGL engine, but I struggle to calculate the shadow bounding box (i.e the shadow frustum).
The bounding box has to encompass the main frustum ...
1
vote
0
answers
238
views
What is the best way to bake my own environment maps?
My engine has support for IBL by using pre-obtained HDRIs. It looks fine, but...
I want the environment map to match the scene that is currently being rendered
I want the environment map to take the ...
3
votes
1
answer
733
views
Why should every light source have its own ambient light?
I'm currently learning how to use OpenGl, and I'm following a tutorial on learnOpenGL. I'm at the lightning chapter, and it has introduced basic lightning, ambient and diffuse with specular highlight. ...
0
votes
0
answers
1k
views
How real time volumetric light beam effect could be achieved in opengl?
Here is 1.5 mins long video to give you an example of what I meant. From research that I did , regarding lighting effect, usually it is done offline (post-processing) using algorithms like "god ...
5
votes
1
answer
905
views
Issue with specular light at highly oblique angles with Blinn-Phong
I'm having an issue with my basic Blinn-Phong renderer, when looking at objects at very oblique angles:
I don't think this is an issue with my code, although I'll post my fragment's GLSL below. ...
3
votes
0
answers
189
views
Help in understanding atmospheric scattering shading
I have a made a planet and wanted to make an atmosphere around it. So I was referring to this site:
Click to visit site
I don't understand this:
As with the lookup table proposed in Nishita et al. ...
-1
votes
1
answer
53
views
Render output difference cause
There are two 3D applications compared side by side:
I'm looking for difference cause. These might be the cause, but I'm not sure:
Color
Lighting
Shading code (GLSL)
?
Can anybody help me with ...
0
votes
0
answers
228
views
Handling metallic roughness maps colour channels
I'm trying to use a metalness/roughness workflow and I'm not sure how to translate the colour channels into the different metalness and roughness attributes. I'm not sure if there's a standard on how ...
0
votes
1
answer
129
views
OpenGL object load in reverse
I am trying to load a model and it is loading it in reverse. When I am trying to rotate it 180 degrees it changes the lightning as well.
I am not sure what I need to do to change the position that eh ...