Tag Archives: NSS Engine

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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SSAO without optimization

Today I begin my SSAO based in many website, papers and forums. This first approach has around 2ms of cost. But if the camera is near to objects app performance down drastically. By the way it’s ok for first day … Continue reading

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Parallax Mapping fixed

I forget to apply the new texture coords in Normal Maping -_- So… this is the result now: Before Blog this! Bookmark on Delicious Digg this post Recommend on Facebook Buzz it up Share on Linkedin Tumblr it Tweet about … Continue reading

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