know-how
Gamma correction
Gamma correction in openGL is very easily to achieve, but why do you need gamma correction? Let's keep it simple... First of all your textures you use as input for your openGL renderer are most likely in non linear color space. Your renderer on the other hand is probably calculating light under the assumption of linear color spaced color values in your loaded textures. So you might be working in two different color spaces. After your renderer is done it writes the colors to the screen, which uses non linear color space like your textures do! So what happens is, that your calculation might be visually wrong... So how can you solve this? The answer is very easy: (more…)
3D QT Engine
Swapped my primitive OBJ loader for Assimp lib
Was easier than expected. I already had most of the classes prepaired for multiple formats so it was super easy to swap one format against a complete library that can load a bunch of different formats.
Here's a screen of assimp loading the OBJs...
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3D QT Engine
Deferred Rendering #2
Added ambient light and a directional light, that is similar to the ambient light. Both are additive and can be used multiple times.
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3D QT Engine
Deferred Rendering #1
All i can say is this: Deferred Rendering is awesome. I implemented in less than 2 day a deferred lighting pass: [gallery columns="2" link="file" ids="579,580,581,582"] (more…)