12ย years, 3ย months ago
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12ย years, 3ย months ago
Hello, I'm doing shadow mapping with exponential shadow maps (ESM) in OpenGL 4.3. This requires blurring the shadow map, which I do with a normal 2-pass gaussian blur. Whโฆ
12ย years, 3ย months ago
Hi, I'm currently working on a game project which uses OpenTK targeting OpenGL 3.1. After implementing instanced rendering ( instanced vertex attributes using glDrawArrayโฆ
12ย years, 6ย months ago
I generate procedural planets pretty much entirely using compute shaders. (CPU manages a modified quad tree for LOD calculations) The compute shader outputs vertex data on a perโฆ
14ย years ago
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See all in Discussions The hardware depth test has certain optimizations in place which can significantly speed up the rendering of occluded โฆ
12ย years, 3ย months ago
You could write the depth values yourself onto that 32 bit float texture as a regular color attachment, โฆ
12ย years, 3ย months ago
It is explicitly not disallowed, because there are useful operations in this area (i.e. updating a particle system stored โฆ
12ย years, 3ย months ago