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Timeline for OpenGL position from depth is wrong

Current License: CC BY-SA 3.0

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Jun 16, 2020 at 10:15 history edited CommunityBot
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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
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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
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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
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Nov 4, 2013 at 11:57 history asked RamblingMad CC BY-SA 3.0