Monthly Archives: septiembre 2009

Aspect Ratio and Context Menu

Hi there! now I have assigned 1.3 aspect ratio and created context menu for to select easily between effects. Shortcut is available with function keys too, F1-F10. This is the end of the first lite version using glut. Is a … Continue reading

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Deferred Rendering and Normal Mapping

To do normal mapping in Deferred Rendering is little dificult because you need to store in G-buffer tangent and binormal if you want, but it is easy to calculate. Or you can calculate TBN matrix per pixel with your 2D … Continue reading

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Specular RGB and Edge Detect AA

Hi all! A little update of specular effect. Now with support of RGB channel. I have a screenshot with edge detect anti-aliasing: Look, blue in metal and red in crystal… painted by Prompt Blog this! Bookmark on Delicious Digg this … Continue reading

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Adjusting SSAO

I’m adjusting the params of my SSAO shaders. I’m trying to have more darkness in occlusion zones and more clean the others fragments. So adjusting selective fragments I have more performance. Blog this! Bookmark on Delicious Digg this post Recommend … Continue reading

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Deferred Lighting + specular map – normal map

Hi all! Today I’m testing new map, specular map in RGB (this is only white) with BigDady 2 model, see the crystal in the “face”: Well now, the rendering process in screenshots, read more! Blog this! Bookmark on Delicious Digg … Continue reading

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Deferred Lighting + SSAO – Specular – Normal mapping

Hi there! I have now Big Dady 2 model fixed. The texture coords was inverted in V coord. Now I mix my deferred lighting implementation with SSAO. I have no specular map applied yet, but I have other problem here. … Continue reading

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Fixing and testing samples with SSAO

Hi there! Today I see an error in SSAO calc, near of the camera you can see fake occlusion. This is definitely wrong. So now is fixed: I tested different samples, I think 8 it is ok for normal GPU … Continue reading

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SSAO downsampled with blur

Hi there! The next step with my SSAO is to use more complex model, in this case BigDady2 of biosock, thanks Llorens I use the SSAO result and a blur shader with one 2x downsampled. Original SSAO in fullscreen SSAO … Continue reading

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