guntha, to climate
@guntha@mastodon.gamedev.place avatar
guntha, to opengl
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
collabora, to opengl
@collabora@floss.social avatar

news: Support for DRM format modifiers has landed & will be part of the upcoming Mesa 24.1 release It's last piece required to support GameScope and is important to making Zink+NVK a robust solution. Read more: http://col.la/drmnvk

guntha, to opengl French
@guntha@mastodon.gamedev.place avatar
froyok, to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
@froyok@mastodon.gamedev.place avatar

So once that was working, I quickly hacked in parallax correction for the cubemap and overriden Sponza floor to be mirror-like.

It now looks really great ! Time to clean up the code and expose everything on the editor side. :D

#gamedev #opengl #cubemap

A looping gif of a camera panning inside Intel's Sponza scene. The floor reflects the pillar and a neon light.

froyok,
@froyok@mastodon.gamedev.place avatar

But today I played again with the idea of mesh based light shafts.
I asked a colleague for help and it got me some convincing results !
This is basic depth evaluation, no analytical formula yet.

#gamedev #opengl #shadows

froyok,
@froyok@mastodon.gamedev.place avatar

Got my bitmask idea working !
The first few lights casting shadows are now stored in an RGBA8 texture.

I added a debug view mode to display them side by side which currently displays up to 16 lights (but 32 are possible in total).

#opengl #gamedev #shader

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