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mdx

Member Since 19 Nov 2008
Offline Last Active Feb 16 2012 11:54 AM

Topics I've Started

TransparencyAA10.1 BackFace Problem

15 February 2012 - 09:25 AM

I've added the MS based TransparencyAA10.1 Shader to my Slimdx11 projekt.
TransparencyAA and AlphaToCoverage ist working fine but only drawing the FrontFace. The BackFace is not drawing, only if i use simple AlphaTest.

I figured out that "MultisampleEnable=True" will draw allways and only the FrontFace. AlphaTest is using "MultisampleEnable=False" and draw's Front and BackFace.

The RasterizerState "Culling" is allways set to "None" ... so i don't no what's wrong

[SlimDX] FallenTemple Demo (underwater)

28 May 2010 - 12:24 AM

The Video shows my small engine-project :-) The FallenTempleDemo shows all shaders in action and i hope you have fun !! Now implemented underwater rendering. The basic idea was to do this with a posteffect. To create the posteffect we need underwaterfog and caustics to render it to a texture. Posteffect: The fog changes color in Y-Direction, it's green and close to the waterheigt blue. The alpha value changes in ZX-Direction for depth effect. The caustics are a set of small textures, changing by gametime, intensity is depending on the normal values in Y-Direction of the terrain. To get this in one step, create a Texturesurface enable clipplanes to clip the terrain above waterheight, draw the terrain textured with changing caustics and mixed by fogcolor. To get the rest in blue and correct alpha, disable clipplanes and draw the Waterquad with fog. Now the Posteffecttexture is ready. Watermap: To draw the watermap use refraction-settings, but clip the underwater geometry. Scene: If the player ist underwater, draw the terrain, draw the waterquad and apply the Posteffecttexture with alphablending. The Effects in the Demo: - waving vegetation shader - sunshader with occlusion test for Lenseflare - watershader for watersurface and underwater rendering - cloudshader for simple procedural clouds - lightshader for directional light + normal + displaced - terrainshader to texture terrain by height and normal - firstperson - cam with intersection groundtest have fun: The Fallen Temple [Edited by - mdx on May 28, 2010 9:15:02 AM]

[SlimDX] New Video - Parallax Lightshader

20 May 2010 - 11:02 PM

Here ist a new Video from my simple Engine-Project. It Show's the optimized Parallax-Lightshader... Have Fun :-) ParallaxMapping

[SlimDX] new engine video watershading

24 April 2010 - 10:32 PM

here ist a new video of my small SlimDX Engine. The video shows the simple vegetation shader and the enhanced lakewatershader... have fun :-) The Fallen Temple

[SlimDX] UserClipplanes,Shader and 2DFont

23 March 2010 - 06:26 AM

Hi, im using transformed clipplanes for waterrendering with shaded objects. That's working fine, just one prob. I render some outputtext with the font object at last drawingstep.
 
Private defaultFont As New Font(dxDevice, New System.Drawing.Font("Verdana", 8, FontStyle.Regular))
If i draw the text, Clipplanes in clipspace are not working anymore... How can i fix this...

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