<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>numb3r23 &#187; OpenGL</title>
	<atom:link href="https://www.numb3r23.net/tag/opengl/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.numb3r23.net</link>
	<description>&#039;bout coding grafx &#38; more</description>
	<lastBuildDate>Tue, 27 Oct 2015 00:22:25 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>https://wordpress.org/?v=4.0.38</generator>
	<item>
		<title>wavelength-based thinfilm interference</title>
		<link>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/</link>
		<comments>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/#comments</comments>
		<pubDate>Mon, 24 Dec 2012 01:35:07 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Physically Based Rendering]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[GLSL]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[SpectralRendering]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=153</guid>
		<description><![CDATA[I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask &#8211; bummer). It is kinda &#8220;the real deal&#8221;: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>I managed to successfully port some cg shaders over to glsl, gave them a spring-cleaning and integrated them into an OpenGL 3.2 core renderer (yeah, OS X 10.8 if you have to ask &#8211; bummer). It is kinda &#8220;the real deal&#8221;: thinfilm interference evaluated per lambda with interactive refraction indices, light + material spectral power distributions and thickness. I might have more results soon, so far these images below have to do:</p>
<p><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-21-20-am/" rel="attachment wp-att-156"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.21.20-AM-133x300.png" alt="Alien, smooth surface, film: 400nm" width="133" height="300" class="alignnone size-medium wp-image-156" /></a><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-28-13-am/" rel="attachment wp-att-155"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.28.13-AM-132x300.png" alt="Alien, semi-rough surface, film: 340nm" width="132" height="300" class="alignnone size-medium wp-image-155" /></a><a href="http://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/screen-shot-2012-12-24-at-2-25-50-am/" rel="attachment wp-att-154"><img src="http://www.numb3r23.net/wp-content/uploads/2012/12/Screen-Shot-2012-12-24-at-2.25.50-AM-132x300.png" alt="Alien, rough surface, film: 430nm" width="132" height="300" class="alignnone size-medium wp-image-154" /></a></p>
<p>Besides I still have other work todo, writing down my ph.d thesis&#8230;</p>
]]></content:encoded>
			<wfw:commentRss>https://www.numb3r23.net/2012/12/24/wavelength-based-thinfilm-interference/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>libSOIL</title>
		<link>https://www.numb3r23.net/2012/12/22/libsoil/</link>
		<comments>https://www.numb3r23.net/2012/12/22/libsoil/#comments</comments>
		<pubDate>Sat, 22 Dec 2012 19:44:51 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.numb3r23.net/?p=142</guid>
		<description><![CDATA[As I was working with libSOIL (https://github.com/smibarber/libSOIL for a mac makefile) an exception occured and I couldn&#8217;t load anything. Turns out, libSOIL is not OpenGL 3.2 core compatible. Main reason for this is the beautiful safety-net which I encountered in the function This mechanism can be found elsewhere too. As this specific feature is definitely [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>As I was working with libSOIL (https://github.com/smibarber/libSOIL for a mac makefile) an exception occured and I couldn&#8217;t load anything. Turns out, libSOIL is not <strong>OpenGL 3.2 core</strong> compatible. Main reason for this is the beautiful safety-net which I encountered in the function</p>
<pre class="brush: cpp; title: ; notranslate">
int query_NPOT_capability( void ){
  ...
  if((NULL == strstr( (char const*)glGetString( GL_EXTENSIONS ), 
      &quot;GL_ARB_texture_non_power_of_two&quot;)){
  ...
</pre>
<p>This mechanism can be found elsewhere too. As this specific feature is definitely part of <strong>OpenGL 3.2 core</strong> the problem was easy to resolve (remove the check) and it works now as expected. Yay!</p>
]]></content:encoded>
			<wfw:commentRss>https://www.numb3r23.net/2012/12/22/libsoil/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Integrating FXAA</title>
		<link>https://www.numb3r23.net/2012/02/07/integrating-fxaa/</link>
		<comments>https://www.numb3r23.net/2012/02/07/integrating-fxaa/#comments</comments>
		<pubDate>Tue, 07 Feb 2012 09:39:25 +0000</pubDate>
		<dc:creator><![CDATA[numb3r23]]></dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[Anti-Aliasing]]></category>
		<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://www.grasmo.de/?p=37</guid>
		<description><![CDATA[Revently I&#8217;ve integrated Timothy Lottes extreme powerful Anti-Alising filter Fast Approximate Anti-Aliasing into my ph.d.-project (might be introduced later on&#8230;).  It didn&#8217;t really take a long time as the filter source is documented quite well. As I already have a class CPostProcessor that takes a base image and filters it using a generic vertex- and [&#8230;]]]></description>
				<content:encoded><![CDATA[<p>Revently I&#8217;ve integrated <a title="Timothy Lottes" href="http://timothylottes.blogspot.com" target="_blank">Timothy Lottes</a> extreme powerful Anti-Alising filter <a title="Fast Approxiamte Anti-Aliasing" href="http://timothylottes.blogspot.com/2011/03/nvidia-fxaa.html" target="_blank">Fast Approximate Anti-Aliasing</a> into my ph.d.-project (might be introduced later on&#8230;).  It didn&#8217;t really take a long time as the filter source is documented quite well.</p>
<p>As I already have a class CPostProcessor that takes a base image and filters it using a generic vertex- and a custom fragment-shader I&#8217;ve created a class CPPFXAA that applies the FXAA filter.</p>
<p><strong>1. Setup</strong></p>
<p>Before integrating the FXAA shader you have to set it up, meaning going through the first part of the downloadable header-file and choose the defines to what you need/want.</p>
<p><strong>2. Texture to RGBL</strong></p>
<p>This step is not really necessary, but I somehow ended up integrating it anyway. Instead of an alpha value the alpha channel stores the luminace: (for me: color.a = dot(color.rgb, vec3(0.299, 0.587, 0.114));).</p>
<p><strong>3. FXAA filter</strong></p>
<p>Disable blending (if it was enabled) and apply the filter: render a screen-aligned quad with a fxaa as a fragment-shader. Set the input image as your &#8220;BaseImage&#8221; and set the correct viewport dimensions (&#8220;screenwidth&#8221; and &#8220;screenheight&#8221;).</p>
<p><strong>4. done.</strong></p>
<p>That&#8217;s it.</p>
<p>&nbsp;</p>
<p>I hope it works as good for you as it does for me:)</p>
]]></content:encoded>
			<wfw:commentRss>https://www.numb3r23.net/2012/02/07/integrating-fxaa/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
