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Analyzed 12 months ago. based on code collected 12 months ago.
Posted over 9 years ago
Thank you for all your efforts Kai. I had a quick look at your shaders and I don't see what you're doing that's any different from me other than your calculation of the bias light matrix. You do it as bias * mvp * position, but I have to do it as bias ...
Posted over 9 years ago
It shouldn't happen. On what platform(s) did you test? If you can build LWJGL locally, try the Events demo:Quoteant demo -Dclass=org.lwjgl.demo.glfw.Eventsand see if it behaves similarly.
Posted over 9 years ago
Spasi is GLFWCursorPosCallback being invoked by it self every 1 sec when there is no mouse movements? I was updating libgdx backend and I detected this.  Is it a bug or its normal?
Posted over 9 years ago
It's up.See this commit.Hang into it, you can do it! EDIT: Just one thing about that perspective divide, I just noticed: Your mentioned tutorial did not do ...
Posted over 9 years ago
One day, I too will be able to hack together a shadow mapping example in a few minutes. I've been banging my head against this particular wall for around a week now (spread over a month).
Posted over 9 years ago
It looks like you are missing out on the perspective-divide to take your ShadowCoord.z from clip-space into NDC-space, so that you can actually compare it with the depth value from the depth texture (which is in non-linear NDC-space, and simply interva...
Posted over 9 years ago
Hi everyone,I've been trying to implement a simple shadow mapping example with a directional light, but have so far been unable to get it working even though I'm pretty sure I followed the instructions correctly.This is the tutorial I am trying to fo...
Posted over 9 years ago
The LWJGL3.0a natives in the release total at about 5mb (about 5 times the size of the 1mb lwjgl.jar) which is not bad.However I recalled that Mazon used to use UPX on official releases. So had a quick go at UPX'...
Posted over 9 years ago
Hello,This is my first post here, and I hope I'm in the right place.I've been trying to do the following:1 Create Context 1 and load assets into it in a thread, without spawning a window.2 Create Context 2, shared with context 1, and attach ...
Posted over 9 years ago
Just a bit of pointer, but you should not be creating the shaders and the buffers in the loop. You should move them to the init method instead.