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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

#Actuallipsryme

Posted 01 September 2012 - 05:04 AM

Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
output = DepthBuffer.Sample(PointSampler, input.UV);
output = ToLinearZ(output.r);

I simply use the same projection matrix I'm using for the whole scene (I just have one).
As the projection matrix does not change it would be the exact same one as when I rendered my geometry or not ?

#4lipsryme

Posted 01 September 2012 - 05:02 AM

Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
output = DepthBuffer.Sample(PointSampler, input.UV);
output = ToLinearZ(output.r);

I simply use the same projection matrix I'm using for the whole scene (I just have one).

#3lipsryme

Posted 01 September 2012 - 05:01 AM

Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
output = DepthBuffer.Sample(PointSampler, input.UV);
output = ToLinearZ(output.r);

#2lipsryme

Posted 01 September 2012 - 05:00 AM

Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
output = DepthBuffer.Sample(LinearSampler, input.UV);
output = ToLinearZ(output.r);

The linear sampler is just for testing but wouldn't matter or does it ?

#1lipsryme

Posted 01 September 2012 - 04:59 AM

Hmm all I seem to be getting is pure white with the objects being black/dark greyish when I'm extremely close to them.
sample it like this:
output = NormalTarget.Sample(LinearSampler, input.UV);
output = ToLinearZ(output.r);

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