Quote from: RichardRobertson on June 16, 2018, 05:39:01Quote from: Kai on January 15, 2016, 21:55:01It was a bit more math than I hoped, but here is what I meant: rendering the black hole by using these Dbal max reviews a projected quad to generate the fragments only over that quad and not all over the viewport where nothing would change anyways.Java: https://github.com/LWJGL/lwjgl3-demos/blob/master/src/org/lwjgl/demo/opengl/textures/BillboardCubemapDemo.javaQuad black hole shader: https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.vs https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.fsIt contains a little GLSL method to compute a spherical billboard matrix. You can use it however you want.Thanks for the source code. I was planning to create black hole myself and your source code and logic is going to help me a lot. Also, if I get stuck somewhere, can I contact you for guidance?It's great to create black hole of your own. But Is It possible to create black hole with the help of above source code?

Quote from: Kai on January 15, 2016, 21:55:01It was a bit more math than I hoped, but here is what I meant: rendering the black hole by using these Dbal max reviews a projected quad to generate the fragments only over that quad and not all over the viewport where nothing would change anyways.Java: https://github.com/LWJGL/lwjgl3-demos/blob/master/src/org/lwjgl/demo/opengl/textures/BillboardCubemapDemo.javaQuad black hole shader: https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.vs https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.fsIt contains a little GLSL method to compute a spherical billboard matrix. You can use it however you want.Thanks for the source code. I was planning to create black hole myself and your source code and logic is going to help me a lot. Also, if I get stuck somewhere, can I contact you for guidance?

It was a bit more math than I hoped, but here is what I meant: rendering the black hole by using these Dbal max reviews a projected quad to generate the fragments only over that quad and not all over the viewport where nothing would change anyways.Java: https://github.com/LWJGL/lwjgl3-demos/blob/master/src/org/lwjgl/demo/opengl/textures/BillboardCubemapDemo.javaQuad black hole shader: https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.vs https://github.com/LWJGL/lwjgl3-demos/blob/master/res/org/lwjgl/demo/opengl/textures/cubemapBH.fsIt contains a little GLSL method to compute a spherical billboard matrix. You can use it however you want.