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#ActualStyves

Posted 10 September 2013 - 04:44 AM

The original LPV approach was implemented on DX9 using unwrapped 3D textures IIRC - instead of rendering to a 3D texture, they used a 2D texture that was H pixels tall and W*D pixels wide (H being height, W being width and D being depth). Then when they rendered to a "depth layer" they just shifted the X coordinate when reading/writing to it.


#1Styves

Posted 10 September 2013 - 04:44 AM

The original LPV approach was implemented on DX9 using unwrapped 3D textures - instead of rendering to a 3D texture, they used a 2D texture that was H pixels tall and W*D pixels wide (H being height, W being width and D being depth). Then when they rendered to a "depth layer" they just shifted the X coordinate when reading/writing to it.


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