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        <title>Drag[en]gine Wiki - dragengine:modules:opengl</title>
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            <title>aofresnelreduction</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:opengl:aofresnelreduction?rev=1354655819&amp;do=diff</link>
            <description>Start Page &gt;&gt; Module System &gt;&gt; OpenGL Graphic Module &gt;&gt; AO Fresnel reduction

Using Physically Based Rendering has also some serious problems. One is the problem of reflections inside cavities or inside inlets. The fresnel reflection causes mirroring behavior even in cavities. This uses unfortunately the environment map nearest to the object resulting in mirrored reflections from the opposite direction of the object which looks wrong (shining highlights). This problem can not be properly solved …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 04 Dec 2012 21:16:59 +0000</pubDate>
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            <title>envmaps</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:opengl:envmaps?rev=1354578913&amp;do=diff</link>
            <description>Start Page &gt;&gt; Module System &gt;&gt; OpenGL Graphic Module &gt;&gt; Environment maps

Environment maps are used to provide reflections due to the reflectivity texture property. In most games the environment maps are static and precalculated offline. For a fully dynamic day-night cycle with variable lighting this is though not a suitable option. For this reason the OpenGL Grpahic Module implements a</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 03 Dec 2012 23:55:13 +0000</pubDate>
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        <item>
            <title>imprshalig</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:opengl:imprshalig?rev=1354649024&amp;do=diff</link>
            <description>Start Page &gt;&gt; Module System &gt;&gt; OpenGL Graphic Module &gt;&gt; Improved lighting in shadows

Lighting in shadows is always a problem. Physically there is difference in light intensity due to light bouncing, cavities or objects orientations. In games this is usually just flat since these kinds of secondary lighting information are too complex to add especially for dynamic scenes. To help remedy this problem the OpenGL Graphic Modules uses a little hack to add more depth to areas in shadows.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 04 Dec 2012 19:23:44 +0000</pubDate>
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            <title>main</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:opengl:main?rev=1557335775&amp;do=diff</link>
            <description>module graphic opengl

Start Page &gt;&gt; Module System &gt;&gt; OpenGL Graphic Module

The OpenGL Graphic Module provides window and screen handling for Linux and Windows as well as rendering using OpenGL. This module is created for high-end graphic cards and requires a strong computer to run.

Extensions</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Wed, 08 May 2019 17:16:15 +0000</pubDate>
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            <title>occtest</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/dragengine:modules:opengl:occtest?rev=1361839097&amp;do=diff</link>
            <description>Start Page &gt;&gt; Module System &gt;&gt; OpenGL Graphic Module &gt;&gt; Occlusion Testing

There exist different possibilities to handle occlusion testing for rendering. These techniques can be roughly classified into CPU and GPU based techniques.

CPU based Culling

CPU based techniques include techniques like BSP portal systems with potential visibility sets (PVS), stand alone portal systems similar to the one used so far in the OpenGL Graphic Module or view blockers.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 26 Feb 2013 00:38:17 +0000</pubDate>
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