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### #Actuallipsryme

Posted 27 April 2013 - 03:52 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (which is R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

Also my cubemap seems to reflect the opposite side of what's there. (basically like I can look through)

Not sure why that is...

I've defined my RT's in the order of X+, X-, Y+, Y-, Z+, Z-.

And here's my shader:


float4 PS(VSO input) : SV_TARGET
{
float3 Normal_WS = normalize(input.NormalWS);
float3 View_WS = normalize(input.CamPosWS.xyz - input.PosWS.xyz);
float3 R = reflect(Normal_WS, View_WS);

float3 reflectionColor = EnvironmentMap.SampleLevel(LinearSampler, R, 0).xyz;

return float4(reflectionColor, 1.0f);
}



### #10lipsryme

Posted 27 April 2013 - 03:51 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (which is R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

Also my cubemap seems to reflect the opposite side of what's there.

Not sure why that is...

I've defined my RT's in the order of X+, X-, Y+, Y-, Z+, Z-.

And here's my shader:


float4 PS(VSO input) : SV_TARGET
{
float3 Normal_WS = normalize(input.NormalWS);
float3 View_WS = normalize(input.CamPosWS.xyz - input.PosWS.xyz);
float3 R = reflect(Normal_WS, View_WS);

float3 reflectionColor = EnvironmentMap.SampleLevel(LinearSampler, R, 0).xyz;

return float4(reflectionColor, 1.0f);
}



### #9lipsryme

Posted 27 April 2013 - 03:51 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (which is R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

Also my cubemap seems to reflect the opposite side of what's there.

I've defined my RT's in the order of X+, X-, Y+, Y-, Z+, Z-.

And here's my shader:


float4 PS(VSO input) : SV_TARGET
{
float3 Normal_WS = normalize(input.NormalWS);
float3 View_WS = normalize(input.CamPosWS.xyz - input.PosWS.xyz);
float3 R = reflect(Normal_WS, View_WS);

float3 reflectionColor = EnvironmentMap.SampleLevel(LinearSampler, R, 0).xyz;

return float4(reflectionColor, 1.0f);
}



### #8lipsryme

Posted 27 April 2013 - 03:07 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (using R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

Also my cubemap seems to reflect the opposite side of what's there.

I've defined my RT's in the order of X+, X-, Y+, Y-, Z+, Z-.

And here's my shader:


float4 PS(VSO input) : SV_TARGET
{
float3 Normal_WS = normalize(input.NormalWS);
float3 View_WS = normalize(input.CamPosWS.xyz - input.PosWS.xyz);
float3 R = reflect(Normal_WS, View_WS);

float3 reflectionColor = EnvironmentMap.SampleLevel(LinearSampler, R, 0).xyz;

return float4(reflectionColor, 1.0f);
}



### #7lipsryme

Posted 27 April 2013 - 02:40 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (using R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

Also my cubemap seems to reflect the opposite side of what's there.

### #6lipsryme

Posted 27 April 2013 - 02:18 PM

Oh I see, sorry I thought it was just a sample about doing the GS "thing" ;)

I'll have a look asap

Update: Got it working now !

@kauna D3DX11SaveTextureToFile() works brilliantly.

My cube maps appear rather dark since I'm not rendering to my backbuffer (using R8G8B8A8_SRGB).

Is there anything I need to know for gamma correct rendering ? Or rendering them to an FP16 format ?

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