Another port of an “old” routine to JOGL2. This time simple fixed function pipeline volume rendering using static proxy geometry (2D texture slices wich form a 3D cube volume). Works quite well most of the time, but the volume illusion kinda ‘fades’ at some angles. Guess to fix that I have to generate eye-aligned proxy geometry and regenerate it every frame. Anyway, works for me, so here’s the code: GL2_VolumeSlicesRenderer.java

After implementing fixed function pipeline base shadow mapping it came to my mind that this could be easily used to implement some kind of screen space fake softshadows. First I render the scene geometry as black&white using the fixed function pipeline shadowmapping functionality. After that I convolute the rendered framebuffer with a simple Box Blur thereby softening the shadows. Afterwards I render the normal colored scene and multiply the two framebuffers with a simple fragment shader. The result looks quite cool tho as expected when using simple linear convolution, artifacts arise on geometry edges. Sourcecode: GL2GL3_DepthTextureSoftShadowMapping.java. The corresponding fragement shader wich multiplies the two framebuffers can be found here: .fs

Ported another of my “old” routines to JOGL2. This time a simple fixed function pipeline routine demonstrating shadow mapping as proposed in the paper by Lance Williams in 1978 “Casting curved shadows on curved surfaces”. Full sourcecode can be found on Github: GL2_DepthTextureShadowMapping.java

Another port to JOGL2. This time simple fixed function pipeline sphere mapping. Also makes use of some more advanced framework postprocessing functionality. Code can be found here: GL2_SphereMapping.java

Ported another of my “old” routines to JOGL2. Simple fixed functione pipeline routine demonstrating the use of the accumulation buffer to simulation motion blur. Full sourcecode can be found on Github: GL2_AccumulationBuffer.java

Ported simple uv-unwrapped fixed function pipeline texturing to JOGL2. Demonstrates Wavefront .obj model loading functionality (exported from Blender) with uv-unwrapped texture coordinates. Full code as always on Github: GL2_UVUnwrap.java.

Ported one of my “old” routines to JOGL2. Simple fixed functione pipeline routine using display lists to increase geometry throughput. Full sourcecode can be found on Github: GL2_DisplayLists.java

NIGHTNIGHT by DEDDY