Timeline for OpenGL position from depth is wrong
Current License: CC BY-SA 3.0
13 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jun 16, 2020 at 10:15 | history | edited | CommunityBot | Commonmark migration | |
| Jan 13, 2015 at 19:26 | answer | added | RelativeGames | timeline score: 0 | |
| Nov 8, 2013 at 6:12 | history | tweeted | twitter.com/#!/StackGameDev/status/398694449502773248 | ||
| Nov 4, 2013 at 14:07 | vote | accept | RamblingMad | ||
| Nov 4, 2013 at 13:12 | history | edited | RamblingMad | CC BY-SA 3.0 | added 272 characters in body |
| Nov 4, 2013 at 12:47 | answer | added | Anastasios G | timeline score: 3 | |
| Nov 4, 2013 at 12:43 | comment | added | Lasse | You could calculate the pixel position in world space or view space. If you are using world space then you'd need the inverse of the view matrix too. But it is not necessary to calculate the lights in world space since view space will do just fine for that. | |
| Nov 4, 2013 at 12:34 | comment | added | RamblingMad | I have a uniform mat4 view_mat but I don't know how I would use this for my positions | |
| Nov 4, 2013 at 12:21 | history | edited | RamblingMad | CC BY-SA 3.0 | deleted 1 characters in body |
| Nov 4, 2013 at 12:19 | comment | added | Anastasios G | In your shader code you do 'inverse(proj_mat)'. Don't you use an view matrix? or it is inside the proj_mat ? And one note : It is better to inverse the matrix in your engine code , not in shader code. | |
| Nov 4, 2013 at 12:18 | answer | added | Lasse | timeline score: 0 | |
| Nov 4, 2013 at 12:12 | history | edited | RamblingMad | CC BY-SA 3.0 | edited body |
| Nov 4, 2013 at 11:57 | history | asked | RamblingMad | CC BY-SA 3.0 |