lp:~glmark2-dev/glmark2/refract

Created by Jesse Barker on 2012-12-07 and last modified on 2012-12-15
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Owner:
glmark2 developers
Project:
glmark2
Status:
Merged

Recent revisions

264. By Alexandros Frantzis on 2012-12-15

SceneRefract: Fix potential memory leak

The memory leak occurs when using the scene for multiple benchmarks.

263. By Jesse Barker on 2012-12-14

SceneRefract: Make the refractive index of the medium a command line option.
The default is 1.2, but could be anything ("believable" effects are probably in
the lower values).

262. By Jesse Barker on 2012-12-13

SceneRefract: Final (hopefully) tweaks for computing the distance through the
object (the set up of the depth texture, the rendering of the back-side pass,
and sampling the depth map), and handling the projection of the transmitted
vector through the object to the exit point. Also added some comments in the
shader to explain the steps.

261. By Jesse Barker on 2012-12-13

SceneRefract: What should be a more correct computation for the back refraction
based upon an approximation of the projection of the front refraction to a point
on the back of the object. Use that point to do the back refraction.

260. By Jesse Barker on 2012-12-11

SceneRefract: Pull the face culling and depth func switches into the render
target object.

259. By Jesse Barker on 2012-12-11

SceneRefract: Index of refraction exiting the back of the object is back into
"air", so make it so.

258. By Jesse Barker on 2012-12-11

SceneRefract: Add the model orientation step to the scene draw.

257. By Jesse Barker on 2012-12-11

SceneRefract: Use the eye direction, rather than the light direction as the
incident vector for the front facing refraction. The light direction is still
used to compute surface reflection for the specular component.

256. By Jesse Barker on 2012-12-11

SceneRefract: Fix the back normal orientation (artifact from a previous hack on
the depth pass shader).

255. By Jesse Barker on 2012-12-10

SceneRefract: Updates to compute refraction vectors through the front and back
of the object. This required adding a color target for the first pass so that
we can store the surface normals from the back side of the object. Still need
to determine whether or not to factor in the distance from the front to the
back of the object (else the distance map may not be needed and we may not need
the depth target in the first pass).

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lp:glmark2/2011.11
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