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0 votes
1 answer
179 views

How can I write an additive mesh shader that splits the RGB channels while accounting for depth?

I'm trying to create a sort of "hologram" effect. So far, what I have is an additive, three-pass shader that uses ColorMask for each pass to separate the RGB channels. The problem is that doing so ...
IanLarson's user avatar
  • 811
3 votes
1 answer
775 views

Shadow mapping. I don't understand what to do after creating the depth texture

I'm taking an intro to computer graphics course, so this is something we haven't touched on. I am reading this tutorial http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-...
Deniz Cetinalp's user avatar
6 votes
1 answer
5k views

using heightmap to simulate 3d in an isometric 2d game

I saw a video of an 2.5d engine that used heightmaps to do zbuffering. Is this hard to do? I have more or less no idea of Opengl(lwjgl) and that stuff. I could imagine, that you compare each pixel ...
VaTTeRGeR's user avatar
  • 776
2 votes
0 answers
202 views

Best approach to depth streaming via existing codec [closed]

I'm working on a development system (and game) intended for games set mostly in static third-person views. We produce our scenery by CG and photographic techniques. Our background art is rendered ...
Deep Thought's user avatar