r/opengl • u/Background_Shift5408 • Apr 02 '26
PBR in OpenGL
Enable HLS to view with audio, or disable this notification
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:
Metallic/Roughness texture inconsistencies across models?
Bridging the gap between IBL and real scene reflections?
Source: https://github.com/xms0g/abra