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## DX11 - Position Maps + Depth Maps

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### #1Migi0027 (肉コーダ)  Members

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Posted 01 July 2013 - 01:51 PM

Hi guys,

how can you, in the most correct way, map normals and position to a texture, I'm guessing like this, but I think I'm wrong:

PS. Is depth maps the same as position maps?

VS:

output.NormalW = mul(normal, worldMatrix);
output.depthPosition = output.position;

PS:


float depth = (input.depthPosition.w / 1000.0f);
output.Depth = float4(depth, depth, depth, 1);

output.Normals = float4(input.NormalW, 1);

float depth = (input.depthPosition.w / 1000.0f);
output.Depth = float4(depth, depth, depth, 1);

When I mean, 'the correct way', I mean so that this texture can be used in e.g:

Thanks!

Edited by Migi0027, 02 July 2013 - 11:51 AM.

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/

### #2Migi0027 (肉コーダ)  Members

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Posted 03 July 2013 - 02:28 PM

I'm sure you all know, but you're awfully quiet, again.

Am I doing something really stupid here?

FastCall22: "I want to make the distinction that my laptop is a whore-box that connects to different network"

Blog about... stuff (GDNet, WordPress): www.gamedev.net/blog/1882-the-cuboid-zone/cuboidzone.wordpress.com/

### #3imoogiBG  Members

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Posted 04 July 2013 - 09:03 AM

output.NormalW = mul(float4(normal.xyz, 0.f), worldMatrix);

float depth = input.depthPosition.z / input.depthPosition.w;

### #4Styves  Members

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Posted 09 July 2013 - 12:05 PM

Better to output depth linearly for better precision distribution.

float depth = input.depthPosition.w * inverseFarPlaneDistance;

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