10 years, 1 month ago
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I'm personally a fan of decrementing my for-loops rather than incrementing. So instead of this: for(int i = 0; i < MAX; i ++) { // ... } There's this: for(int i = MAX; i --&g…
10 years, 1 month ago
12 years, 3 months ago
A little while ago, I posted a topic about combining multiple lights into a volumetric texture, then render meshes with the speed of a deferred renderer and the same quality of…
12 years, 3 months ago
Hi Everybody. This is my first post so please be nice. I'm new to graphics programming with OpenGL and have only done basic tutorials thus far. After going through the de…
12 years, 8 months ago
The renderer side is going to treat it as slices. If you really want to go this route, you're probably looking at using a geometry shader to replicate the light volume geometry…
12 years, 3 months ago
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See all in DiscussionsI'm personally a fan of decrementing my for-loops rather than incrementing. So instead of this: for(int i = 0; i …
10 years, 1 month ago
The renderer side is going to treat it as slices. If you really want to go this route, you're probably …
12 years, 3 months ago
I'm not entirely sure about how 3D textures work in OpenGl either but if they basically boil down to slices …
12 years, 3 months ago