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Code for tutorials posted on my blog.

Objective-C 0.32% Objective-C++ 6.89% C++ 81.89% C 0.01% Yacc 1.11% OpenEdge ABL 0.10% HLSL 4.75% GLSL 4.05% Metal 0.64% Batchfile 0.02% Lex 0.21%

asylum_tutorials's Introduction

Asylum Tutorials

This project provides supplementary material for my (hungarian) articles posted on my blog.

Compilation

You need Visual Studio 2015 or newer to compile the samples (64-bit only). All external libraries are included (except the Vulkan validation layers and the glslang debug libraries). For the Metal samples you need macOS 10.14 with XCode 10 or later and an Apple account for code signing.

License

The code is provided under the BSD license.

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asylum_tutorials's Issues

PBR Incorrect mul

I found this fragment by analyzing your and unity 5 shaders, after implementation in my engine:

Dot clamping ndotl and ndoth is incorrect, correct just dot.
See:
float ndotl = dot(n, l);
float ndoth = dot(n, h);

Is needly check brdf.dds

Please, check this file. It corrupted(i can see this using any program. For example another brdf.dds files is fine(derkreature/IBLBaker for example))

"Ocean" error

0(14) : error C1315: can't apply layout(rgba32f) to non-image
0(15) : error C1315: can't apply layout(rgba32f) to non-image

Videocard - Nvidia GT710

Problems with quad(Forward+ Sample)

Hi

I think,what you forgot make:

                glActiveTexture(GL_TEXTURE0 + tex_unit);
before
                glBindTexture(GL_TEXTURE_2D, framebuffer->GetColorAttachment(tex_unit));
and
                glBindTexture(GL_TEXTURE_2D, 0);

because we can get black screen

Correct version for me(this fragment is correct for OGL4(http://docs.gl/gl4/glActiveTexture))

        void GLFBO::BindColorTexture(size_t tex_unit)
        {
                glActiveTexture(GL_TEXTURE0 + tex_unit);
                glBindTexture(GL_TEXTURE_2D, this->GetColorAttachment(tex_unit));
        }

        void GLFBO::UnBindActiveTexture(size_t tex_unit)
        {
                glActiveTexture(GL_TEXTURE0 + tex_unit);
                glBindTexture(GL_TEXTURE_2D, 0);
        }

Forward+ EarlyZ

Hi, it's again i'm :)

I not seen EarlyZ - Where it? - Forward+ must be with EarlyZ

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