Normal mapping gone horribly wrong

My bet is on the color setting/mixing in fragment shader… you are setting output color more then once If I remember correctly on some gfx drivers that do a big problems for example everything after the line color = vec4(brownColor * (texture(diffuseMap, fsCoords).rgb + 0.25), 1.0);//add a fixed base color (0.25), because its dark as … Read more

OpenGL object in C++ RAII class no longer works

All of those operations copy the C++ object. Since your class did not define a copy constructor, you get the compiler-generated copy constructor. This simply copies all of the members of the object. Consider the first example: vector<BufferObject> bufVec; { BufferObject some_buffer; //Initialize some_buffer; bufVec.push_back(some_buffer); } bufVec.back(); //buffer doesn’t work. When you call push_back, it … Read more

How to render depth linearly in modern OpenGL with gl_FragCoord.z in fragment shader?

but I still don’t know whether or not the gl_FragCoord.z is linear. Whether gl_FragCoord.z is linear or not depends on, the projection matrix. While for Orthographic Projection gl_FragCoord.z is linear, for Perspective Projection it is not linear. In general, the depth (gl_FragCoord.z and gl_FragDepth) is calculated as follows (see GLSL gl_FragCoord.z Calculation and Setting gl_FragDepth): … Read more

About OpenGL texture coordinates

Texture coordinates specify the point in the texture image that will correspond to the vertex you are specifying them for. Think of a rectangular rubber sheet with your texture image printed on it, where the length of each side is normalized to the range 0-1. Now let’s say you wanted to draw a triangle using … Read more