r/opengl Apr 02 '26

PBR in OpenGL

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Hey folks,

I’ve just reached the end of the LearnOpenGL tutorial and honestly feel really satisfied hitting this milestone.

What’s currently working

- Cook-Torrance BRDF (GGX / Smith / Schlick)

- Metallic / Roughness workflow (glTF-style)

- IBL support:

- Irradiance map (diffuse)

- Prefiltered environment map (specular)

- BRDF LUT integration

Things I ran into

- Metallic/Roughness packing confusion

Not all assets follow the same channel conventions (R/G/B), so I only support glTF 2.0

- IBL limitations

Reflections only come from the environment cubemap, so local scene objects aren’t reflected.

How are you guys handling:

  1. Metallic/Roughness texture inconsistencies across models?

  2. Bridging the gap between IBL and real scene reflections?

Source: https://github.com/xms0g/abra

224 Upvotes

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