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Member Since 17 Nov 2008
Offline Last Active Jul 10 2014 10:58 PM

Posts I've Made

In Topic: How to draw visible shadow volumes, but through transparent polygons too

08 July 2014 - 12:02 AM

Alright, final product is a combination of the partial solution and a workaround. When you touch a block, it immediately switches to 50% opacity and disables itself as a shadow surface, but also doesn't render before shadows again until after it's back at 100%. The shadows disappear when the crumbling blocks are touched then, but appear as soon as they're whole again, and all transparencies look good.


So it's about 80% of what I hoped for, and it looks good. :) Thanks guys!

In Topic: How to draw visible shadow volumes, but through transparent polygons too

05 July 2014 - 06:32 PM


The problem is: even at alpha zero, they're affecting the depth test for my stencil buffer.

Transparent objects shouldn't render depth. Won't the problem go away if you disable depth writes for the crumbling blocks?



This is a lot better, but doesn't solve everything:




So, no depth test on crumbling blocks = awesome shadows passing through!


Heck, they go so far through it's like the crumbling blocks aren't even there!


...ah shoot, it's like the crumbling blocks aren't even there. Now there are no shadows on top. As you can see, I've added some crumbling blocks above the other crumbling blocks. With the old way, the shadow recognizes the blocks and lands on it.




But the new way makes that shadow invisible.


So what can I do to address that? Multiple passes won't work because if it goes...


noDepth crumblingBlocks


depth crumblingBlocks



...well, for one: it does this funky shadow thing:




That's because the shadow is applied twice to everything at the bottom (I could probably clean that up by finding the difference of the two stencils though and not drawing anything twice) but two:




If I look through transparent crumbling blocks at the shadow of other blocks on TOP of crumbling blocks... nothing appears. I would have to do one of these passes for every single vertical layer of my game world. :|


So more dilemma! I want both to use the blocks with depth test, so I can draw shadows on top of them, but also without so I can draw shadows beneath them. Ah... any tips on this?

In Topic: Any options for affordable ray tracing?

15 February 2014 - 02:26 PM

Great video and articles, thanks kalle_h! Any idea if he plans to make the code public?

In Topic: Any options for affordable ray tracing?

13 February 2014 - 11:52 AM

Hodgman: fantastic! What wonderful examples - I'm really keen on that Nvidia one.


ddn3: Windows only! I was unable to open the exe, but working with Unity sounds fantastic.


Seeing Arauna's list though: Do I need any special features to have the light curve in the glass? I have no experience with that, just a lot of curiosity.

In Topic: Programmatic 2d outline for textures, but with some z-offset

29 October 2013 - 11:31 AM

I really like the idea of sending it through a shader, so it can change in runtime.


How do I go from 2D PNG with transparency to an outline though, even with a static value?


I'm sure there's a way to do it without the 24 copies, but what is it? I've heard people mention edge detection before, does that work on 2d? (and as someone relatively new to shaders, how do I tell it to draw the outline itself, instead of just recoloring pixels or moving vertices by an offset?)