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我使用Visual Studio Community 2022,运行纹理章节的示例代码(https://learnopengl.com/code_viewer_gh.php?code=src/1.getting_started/4.2.textures_combined/textures_combined.cpp)
发现在语句
glTexImage2D(GL_TEXTURE_2D, 0, GL…
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I tried to run the program on Linux and after a finally set all environment down, I found the error which was caused by missing a header file named "sprite_renderer.h". I didn't find it too. Could an…
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I stumbled upon one obscurity with gl.BufferData and decided to post this here in case someone else (or future me) hits it.
Suppose we have a simple mesh to be rendered such as the quad whose trian…
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The current shadow implementation uses shadow mapping (render the screen from the lights view to a deth buffer, and use that depth to calucalte shadow), but is a bit hacky in the shader.
There are m…
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https://github.com/dotnet/Silk.NET
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Hi all,
I try to render the depth buffer following the "shadow mapping depth" tutorial and source code, and here is my [code](https://drive.google.com/file/d/1yxupXvBBwdi2JAoqhHfCfhE3UNyY_SGG/view…
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![parallax-mapping](https://user-images.githubusercontent.com/15644824/129981020-33fba3a7-265d-4cd6-916d-90cc73428d25.jpg)
Parallax Occlusion is an important feature for all surfaces from hard su…
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[LearnOpenGL](https://learnopengl.com/Advanced-Lighting/Deferred-Shading) breaks it down very well.
> Deferred shading or deferred rendering aims to overcome these issues by drastically changing the …
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Godot's depth parallax is really terrible. However there are alternative glsl algorithms that might offer superior results
https://github.com/piellardj/parallax-mapping
https://learnopengl.com/A…
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But, other engine show normal