It’s been a while since Igalia is working on bringing SPIR-V to mesa OpenGL. Alejandro Piñeiro has already given a talk on the status of the ARB_gl_spirv extension development that was very well received at FOSDEM 2018 . Anyone interested in technical information can watch the video recording here: https://youtu.be/wXr8-C51qeU.
FOSSCOMM (Free and Open Source Software Communities Meeting) is a Greek conference aiming at free-software and open-source enthusiasts, developers, and communities. The event is solely organized and ran by volunteers (usually university students, communities, Linux User Groups) and is taking place in a different city every year. The attendance is free and everyone is welcome to make a presentation or a workshop related to free and open source projects.
There are several methods to create and display a terrain, in real-time. In this post, I will explain the approach I followed on the demo I’m writing for my work at Igalia. Some work is still in progress.
The terrain had to meet the following requirements:
- its size should be arbitrary
- parts outside the viewer’s field of view should be culled
Sometimes, when working with the mesa drivers, modifying or replacing a shader might be extremely useful for debugging. Mesa allows users to replace their shaders at runtime without having to change the original code by providing these environment variables:
As part of my work for Igalia I wanted to do some environment mapping. I was able to find plenty of high quality .hdr images online but I couldn’t find any (OSS) tool to convert them to cubemap images. Then, Nuclear (John Tsiombikas) gave me the solution: he wrote a minimal tool that does the job quickly and produces high quality cube maps.
So, here’s a short “how to” create cubemaps on Linux using his “cubemapper” program in combination with other OSS tools: