julianthijssen / flux Goto Github PK
View Code? Open in Web Editor NEWA real-time physically based rendering engine written in C++ and OpenGL
License: GNU General Public License v3.0
A real-time physically based rendering engine written in C++ and OpenGL
License: GNU General Public License v3.0
Hi,
Awesome quality!!!
Can I buy your scene generator source code seriously?
Cheers.
Right now the emissivity is specified as double the length of the color vector. This is just an arbitrary constant. A value for emissivity should be fed into the GBuffer shader.
Should calculate the appropriate inverted transposed matrix to multiply with the normal.
Hi,
in your TestProj there is an .obj helmet mesh. But is it possible to load 3d mesh using other format, like for example .fbx or .gltf?
Is there a way to load skinned/animated model?
Thanks and congrats for your awsome PBR engine.
Cosmo
Can you add a visual or at least a make file please.
looking forward to your implemention of:
Spherical Harmonics
and
Light probes
The maximum level should be passed as a uniform to the shader and applied as a scaling factor to the roughness.
Currently skybox resolution is limited because too high of a resolution results in longer than 2 seconds being taken up for the calculation of the irradiance map. This will crash the application on Windows due to the 2 second TDR. The solution is to either import a pre-made irradiance map from somewhere or do the calculation in sections.
The IBL output is multiplied by two to get a nice-looking amount of light on the object surface. However, this is obviously a hack and needs to go.
Currently we loop through all entities to find the ID stored in the AttachedTo component. The reason for this is that we have to store the parent entity by ID in file, as pointers aren't an option. When we load the entity from file again and try to find its parent by ID, the parent might not have been loaded from the file yet, and so we get a null pointer.
The temporary solution is to just store the ID and find the parent entity every time we need it. This needs to change.
Currently the material of an entity is applied to all child meshes. This should rather be done in an editor as it allows multiple materials per entity by applying them to the correct child entities.
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