Top new questions this week:
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I am trying to load gltf data onto an engine I am making and I am noticing that something is wrong with the rotations. I want to be able to see the raw numeric values of the animation data in the gltf …
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One thing that is mathematically sound is to grab a gltf model and apply some arbitrary linear transformation to it, like a rotation or a translation. Let’s say the transformation is encoded as a 4×4 …
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There are four kinds of memory barriers in DirectX. Their names and definitions are: DeviceMemoryBarrier: Blocks execution of all threads in a group until all …
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I’m trying to add light and see its changes in a simple scene in threejs but no matter the intensity or the color I set for the light, I see no change in a scene. Actually, if I don’t include the …
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Greatest hits from previous weeks:
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Wikipedia says: An ambient light source represents a fixed-intensity and fixed-color light source that affects all objects in the scene equally. By saying “affects all objects equally” they mean …
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I installed AMD APP SDK and here my problem. The OpenCL samples do not detect the GPU. HelloWorld give me this: …
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I implemented a physically based path tracer after studying PBRT by M. Pharr and G. Humphreys. Now I’m trying to apply physically based rendering to real time graphics using OpenGL ES (in an iPhone …
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Image filtering operations such as blurs, SSAO, bloom and so forth are usually done using pixel shaders and “gather” operations, where each pixel shader invocation issues a number of texture fetches …
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I read “A Practical Model for Subsurface Light Transport” and “A Rapid Hierarchical Rendering Technique for Translucent Materials”. If I understand correctly, the former does not consider the case …
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I’ve read that blur is done in real time graphics by doing it on one axis and then the other. I’ve done a bit of convolution in 1D in the past but I am not super comfortable with it, nor know what to …
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I am pretty confused about that function. GLFW Context reference says as follow: This function makes the OpenGL or OpenGL ES context of the specified window current on the calling thread. A …
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