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Member Since 15 Sep 2006
Offline Last Active Aug 19 2013 12:10 PM

Posts I've Made

In Topic: Stable Cascaded Shadow Maps have made me lose all my hair

29 July 2013 - 02:54 AM

Well as expected, it was a small error on my part that prevented this from working. Once I followed the advice of breaking everything down piece by piece I was able to discover what I did wrong.


Thanks again for everyone's help, I now have stable cascaded shadow maps working!

In Topic: Stable Cascaded Shadow Maps have made me lose all my hair

24 July 2013 - 07:18 PM

One thing I have noticed in the shader is that when I multiply by the combined light view and orthographic projection matrix for a specific frustum, the generated point is NOT in the range -1.0f to 1.0f in both the x and y.


This seems to be the problem. Isn't the projection matrix supposed to get the coordinates in these ranges?   Has anyone else encountered this? Also if you do not think this is an issue won't it be an issue when the shadow map is sampled using these coordinates?


Thanks again for anyone's help

In Topic: Stable Cascaded Shadow Maps have made me lose all my hair

19 July 2013 - 01:07 PM

I am working on figuring this out...... Right now I get a blank white screen..... So it won't be very helpful for me to post this..... :)

In Topic: Detecting Vsync...

31 March 2008 - 09:49 AM

The reason is that a light gun is hooked to the monitor via a USB. And the device can only work and return valid data when vsync is active. So the screen needs to be flashed on a vsync

In Topic: ASM vs HLSL Shaders

08 August 2007 - 07:31 AM

No problem, if you do take a performance hit it is more to do with your algorithm and or the way you are programming the shader in your code. I always check the generated assembler source to make sure the HLSL shader is doing what it should.