Activity
From 04/07/2018 to 05/06/2018
05/03/2018
- 04:19 PM Revision 27aefee6 (library): OIT: clear the postprocessing buffer with transparent white.
- 03:10 PM Revision 55e1b307 (examples): Properly recreate the Atomic and LinkedList buffers onPause.
- We have to discard all alpha==0.0 pixels during OIT Pass1.
- 03:10 PM Revision 78e89fb5 (library): Properly recreate the Atomic and LinkedList buffers onPause.
- We have to discard all alpha==0.0 pixels during OIT Pass1.
05/02/2018
05/01/2018
- 11:21 PM Revision c92d84ec (library): minor.
- 11:19 PM Revision 375b3950 (library): OIT: something starts working ('Blur' and 'Multiblur' work, 'Triblur' and 'Transparency' do not)
- 09:07 PM Revision da57b7da (examples): Fix the 'OIT' artefacts.
- 09:07 PM Revision c731c612 (library): Fix the 'OIT' artefacts.
04/27/2018
- 04:53 PM Revision 341151fc (library): Fixes ported from the 'OIT' branch:
- - remove counting of transparent pixels
- various fixes for the Mali GPU - 04:40 PM Revision 57512fcb (examples): still debugging the OIT
- 04:40 PM Revision e029600f (library): still debugging the OIT
04/26/2018
- 12:03 PM Revision 76800a4d (examples): - remove counting of transparent pixels from main fragment shader
- - remove debugs and tidy up
- some fixes for the Mali GPU - 11:22 AM Revision 2f35828c (library): - remove counting of transparent pixels from main fragment shader
- - remove debugs and tidy up
- some fixes for the Mali GPU
04/25/2018
- 03:26 PM Revision cee0369a (library): Order Independent Transparency: debugging
- 02:17 PM Revision 47511918 (library): Order Independent Transparency: some progress
- 02:17 PM Revision a635eef9 (examples): Order Independent Transparency: some progress
04/18/2018
04/17/2018
- 09:21 PM Revision 8777ce17 (library): Order Independent Transparency. Does not work yet.
- 09:19 PM Revision 96f271e9 (library): Minor.
- 09:07 PM Revision be169c10 (examples): Minor.
04/13/2018
- concurrent linked list
04/12/2018
- 11:06 PM Bug #30 (Closed): Blur with zero radius changes opacity
- 11:06 PM Bug #30: Blur with zero radius changes opacity
- Commit commit:library|8dccc3c2 fixes this.
- 10:02 PM Feature #15: Order Independent Transparency
- Theory understood, app checking functionality written. 20%.
- 10:01 PM Bug #27: Blur effect: incorrect at the borders
- Significant progress made: switching off blending while doing post processing has reduced the effect a lot.
Still w... - 09:46 PM Revision 1a3f8cc2 (examples): Some improvements for 'Moving Glow'
- 08:43 PM Revision 3025c903 (examples): 'Transparency' app icon.
- 08:42 PM Revision 8dccc3c2 (library): Disable blending during postprocessing.
04/11/2018
- Deferred effects on mobile systems.
- 11:48 PM Document: Deferred Shading
- Scientific papers describing ways to implement deferred shading.
- Guacamole rendering system.
- stencil routed k-buffer
- a-buffer
- k-buffer
- Deferred shading pipelines
- Per-pixel linked lists
- 11:24 PM Document: Order Independent Transparency
- Various scientific papers describing ways to implement Order Independent Transparency - depth peeling, k-buffer, A-bu...
- k-buffer
- 11:17 PM OpenGL ES 3.1 needed
- Proper support for Order Independent Transparency calls for implementing A-buffer. This needs an Shader Storage Buffe...
- OpenGL ES 3.1 specification
- 11:12 PM Document: OpenGL 3.1 specs
- OpenGL ES 3.1 and GLSL ES 3.1 specifications.
- GLSL ES 3.1 specification
- 11:08 PM Feature #15: Order Independent Transparency
- Algorithm outlined in 'Per-Pixel Lists for Single Pass A-buffer' (Sylvain Lefebvre, Samuel Hornus, Anass Lasram) - sp...
- 11:03 PM Feature #15: Order Independent Transparency
- Commit commit:examples|664a0e45 adds an application checking this feature.
- 11:01 PM Bug #30 (Closed): Blur with zero radius changes opacity
- As discovered by the 'Transparency' app, Blur with zero radius is not a no-op as it is supposed to be - at least not ...
- 10:56 PM Revision 664a0e45 (examples): New app checking Order Independent Transparency.
04/09/2018
- 04:08 PM Bug #27: Blur effect: incorrect at the borders
- It's beginning to look like this simply has to work like this...
- 12:04 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
- Fixed in commit:library|9455da17
- 12:03 PM Revision 9455da17 (library): Fix for bug #28: looks of the borders of a blurred object depend on if the object is the first in the postprocessing bucket.
04/08/2018
- 10:49 PM Bug #28: Blur: looks of a blurred object depend on what's underneath
- Actually it turns out that the looks do NOT depend on what's underneath. They depend on if the object being blurred i...
- 09:20 PM Bug #28 (Closed): Blur: looks of a blurred object depend on what's underneath
- Fire up the 'Triblur' app, rotate so that the left (red) cube is partially obstructed by the middle one, and keep tog...
- 10:01 PM Feature #11: New effect: wait
- Probably not very useful. Lowering priority.
- 09:24 PM Bug #29 (Closed): Postprocessed surface incorrectly merged
- As easily demonstrated by the 'Triblur' app, when we have 2 postprocessed objects, and the one closer to us is drawn ...
- 09:17 PM Bug #27 (Closed): Blur effect: incorrect at the borders
- As demonstrated by the 'PostprocessTree' app, blurred objects get smaller and smaller when blur radius increases, ult...
- 09:12 PM Feature #26 (Closed): Use SSBO for storing effect arrays
- Currently, the arrays of floats that describe the individual effects in the main Vertex and Fragment shaders are stor...
- 09:07 PM Revision ae2802b1 (library): Postprocessing buffers mBuffer[] are now shared among all postprocessing operations. This saves a lot of memory, but also means that when doing each particular postprocessing, the textures backing up the mBuffer might be too large. We need to fix two things here: when outputting to those too large textures, we need to adjust the Viewport, and when binding those too large textures as input - we need to adjust the TexCoords to compensate.
- This commit does just that. Verified as working by the 'PostprocessTree' app.
- 08:36 PM Revision d8f9a204 (examples): 'PostprocessTree' app: enable the point: double blur.
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