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V-REP external renderer plugin that uses OpenGL 3+ and supports shadows
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.gitignore Initial public commit. Apr 25, 2019
README.md Added README May 11, 2019
container.h Refactor. Jun 16, 2019
default.frag Bug fixes in both lighting and texture features. Jun 14, 2019
default.vert Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
depth.frag Initial public commit. Apr 25, 2019
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frameBufferObject.cpp Initial public commit. Apr 25, 2019
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light.cpp Refactor. Jun 16, 2019
light.h Refactor. Jun 16, 2019
lightShaders.cpp Refactor. Jun 16, 2019
lightShaders.h Refactor. Jun 16, 2019
mesh.cpp Refactor. Jun 16, 2019
mesh.h Refactor. Jun 16, 2019
offscreenGlContext.cpp Checks platform and decided if offscreens should have a new context. Jun 13, 2019
offscreenGlContext.h Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
omni_depth.frag Initial public commit. Apr 25, 2019
omni_depth.vert Initial public commit. Apr 25, 2019
openglBase.cpp Refactor. Jun 16, 2019
openglBase.h Refactor. Jun 16, 2019
openglOffscreen.cpp Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
openglOffscreen.h Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
openglWindow.cpp Refactor. Jun 16, 2019
openglWindow.h Refactor. Jun 16, 2019
res.qrc Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
shaderProgram.cpp Refactor. Jun 16, 2019
shaderProgram.h Refactor. Jun 16, 2019
texture.cpp Refactor. Jun 16, 2019
texture.h Refactor. Jun 16, 2019
utils.cpp Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
utils.h Performance improvements. Switched to QWindow rather than QWidget. Jun 13, 2019
v_repExtOpenGL3Renderer.cpp Refactor. Jun 16, 2019
v_repExtOpenGL3Renderer.h Initial public commit. Apr 25, 2019
v_repExtOpenGL3Renderer.pro Refactor. Jun 16, 2019

README.md

v_repExtOpenGL3Renderer

V-REP external renderer plugin that uses OpenGL 3+ and supports shadows.

There are a number of things to be aware of when including lighting in your scene using this renderer:

Light parameters (such as attenuation, spotlight exponent, etc) will have visibly different effects than the default renderer (pre OpenGL3), and so you may want to adjust your values accordingly. This is to be expected given that the way lighting is managed is dramatically different in OpenGL 3+.

Shadows increase rendering time, and so decisions have been made to balance performance vs. render quality. You should be aware that:

  • If the light source is too far away, then shadows will not be rendered (i.e. outside of the light's frustum).
  • If the angle between the light ray and the surface normal is large, shadow acne may occur. This can generally be solved by playing with the light location.
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