Tags » OpenGL

Discarding fragments in OpenGL

‘I am a simple man,’ Arkwood said. I was silent.

‘I carry simple pleasures. A garden, perhaps. A smallholding on which to plant my veg-i-ta-bles.’ He leaned forward and frowned. 248 more words

Technology

Physia2D: Week 8

To get to know more about this project, please check the Week 1 article where I introduce this project.

During Week 8, I started by adding friction to the game engine. 583 more words

C++

Physia2D: Week 7

To get to know more about this project, please check the Week 1 article where I introduce this project.

During Week 7, I started by doing more tests on my Broad Phase and the collision resolution, which led me to discover some bugs in my code. 874 more words

C++

OpenGL simple demos

I’ve done some demos using OpenGL and the awesome toolkit GLUT.

A simple program, where the user can change RGB values in the bars and the background will change to the corresponding RGB value. 78 more words

Opengl

hikari - Implementing Single-Scattering

Over the past few days, I’ve been implementing a single-scattering volumetric fog effect in hikari, my OpenGL PBR renderer.

I started by more-or-less copying Alexandre Pestana’s implementation ( 875 more words

Programming

A taste of VR

Jaw wide open. Words fall out. ‘Yeah, yeah. It’s all very well with your Oculus Rift virtual reality headset for 3D graphics. And your headphones for 3D audio. 509 more words

Technology

Convert Sphere Vertices from Model Space to UV Space in GLSL

Vertices in model space are composed in cartesian coordinates in 3D, where the domain of each dimension ranges from -1 to 1.

To convert sphere vertices from model space to UV space, a simple way is converting theta of a vertex in spherical space, and z value of the vertex in model space, to the UV space. 158 more words

OpenGL