Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate

Primary tabs

  • View
  • Collections
  • Comments(active tab)
  • Followers
  • Friends
  • Favorites
Thanks for this!  The effect
Wednesday, January 18, 2023 - 01:52

Thanks for this!  The effect is intense!

Thank-you for this!  It makes
Thursday, January 12, 2023 - 17:54

Thank-you for this!  It makes it really easy to see that the normal mapping is working properly on faces that need translation to tangent space.

Thanks heaps for this!  It's
Thursday, January 12, 2023 - 16:48

Thanks heaps for this!  It's simple enough to see which way the normals are pointing just from the colors in the normal map, makes it easier to see what the code should be doing.

I think what I'm finding is
Tuesday, July 19, 2022 - 00:30

I think what I'm finding is that skybox textures don't seem to have a standard form.  In the attached image the dim red blob is at x=-7, the bright green at y=+7 and the dull blue at z=-7 (world).  I am not flipping the images on Y as I load them yet "cloudy skyboxes" on OGA work once the "up" and "down" textures were rotated 90° left and "park skyboxes" all work without any changes.  I don't think I'm doing anything funky in the shaders:

#version 150 core
uniform mat4  mvp_matrix;
in vec3  position;
out mediump vec3  texture_ordinates;
void  main ()
{
  texture_ordinates = normalize (position.xyz);
  gl_Position = mvp_matrix * vec4 (position, 1.0);
  gl_Position = gl_Position.xyww;
}

#version 150 core
#extension GL_NV_shadow_samplers_cube : enable
precision highp float;
uniform samplerCube  texture;   // The skybox texture
in mediump vec3  texture_ordinates;    // From the vertex shader
out vec4  color;
void  main ()
{
  color = textureCube (texture, texture_ordinates);
}

Thank you, this is really
Saturday, July 16, 2022 - 16:56

Thank you, this is really useful.  What is the intended orientation of the floor and ceiling?  If I am looking towards  -ve Z and -ve X is to my left and then I look up to +Y, am I supposed to see A,B, C, D clockwise around the corners?