9ย years, 6ย months ago
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Lookin good. Just one minor question: this will return the z in view space, no?
9ย years, 6ย months ago
Greetings, I'm implementing specular using a GGX distribution and I'm noticing some unpleasant banding in the dark colors. Here is my HLSL code for the GGX distribution fโฆ
9ย years, 10ย months ago
From the reading I've been doing, it seems like there are a few different ways to supply per-instance data while using instancing in OpenGL. I've tried a couple of these. Here iโฆ
10ย years, 9ย months ago
Greetings. This is one of those dreaded "shouldn't it be faster?" type questions, but I'm hoping someone can help me, because I am truly baffled. I'm trying to explore inโฆ
10ย years, 11ย months ago
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See all in DiscussionsLookin good. Just one minor question: this will return the z in view space, no?
9ย years, 6ย months ago
The output of the vertex shader (gl_Position) is not actually the screen coordinate. It's a coordinate in clip space, which โฆ
9ย years, 6ย months ago
I only checked a couple values, but the ortho matrix in your original post looks correct. The top left element โฆ
9ย years, 6ย months ago