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Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics

#ActualTasaq

Posted 04 August 2012 - 04:35 PM

Your normals are too quantized. Simplest solution would be to use a higher precision normal buffer or take a look in Crytek's "Reaching the speed of light" - paper where they explain how to efficiently use 3 x 8 bit to store normals with good precision.;D

Posted Image gonna read this for sure :D I switched to HDRblendable (64 bit for pc), I think it's enough and not too much, since I saw recomendation for this surface format in the past Posted Image
And about squares... I looked up different deferred shading implementations and notice them there too so i think it's ok...

Also, please use Blinn-Phong. Phong is evil. ;D

Phong was intentional, since it's more accurate (I am aware it's slower). I will switch to blinn later, since from my observation people that are not into graphics don't see the difference xD

#1Tasaq

Posted 04 August 2012 - 04:35 PM

Your normals are too quantized. Simplest solution would be to use a higher precision normal buffer or take a look in Crytek's "Reaching the speed of light" - paper where they explain how to efficiently use 3 x 8 bit to store normals with good precision.;D

:o I switched to HDRblendable (64 bit for pc), I think it's enough and not too much, since I saw recomendation for this surface format in the past :)
And about squares... I looked up different deferred shading implementations and notice them there too so i think it's ok...

Also, please use Blinn-Phong. Phong is evil. ;D

Phong was intentional, since it's more accurate (I am aware it's slower). I will switch to blinn later, since from my observation people that are not into graphics don't see the difference xD

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