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#Actuallipsryme

Posted 02 January 2013 - 10:48 AM

@noizex no I know that a geometry pass is needed for the light's depth (shadow map), but what I don't know is how to project this using a Fullscreen-quad pass (?)

@Ashaman73 Can you tell me how this works or do you have some sample code, because I've been trying to implement this for quite some time without any luck this far...
How do I project this onto the quad texture instead of geometry ?
I'm talking about a directional light which is implemented as a FSQ post effect and using orthographic projection for the shadow map.

#1lipsryme

Posted 02 January 2013 - 10:45 AM

@noizex no I know that a geometry pass is needed for the light's depth (shadow map), but what I don't know is how to project this using a Fullscreen-quad pass (?)

 

@Ashaman73 Can you tell me how this works or do you have some sample code, because I've been trying to implement this for quite some time without any luck this far...

How do I project this onto the quad texture instead of geometry ?


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