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NetX

Member Since 19 Nov 2008
Offline Last Active Dec 04 2015 02:21 AM

Posts I've Made

In Topic: Problem with reconstruced WorldPosition

14 November 2015 - 04:25 PM

ok.. i can't get it to work like that.. so my way:

- save viewpos.z to R32_Float Target
- Draw Fullscreenquad\Triangle and get ViewVec (multiply position * InvProjection in VertexShader)
- Scale ViewVec by saved viewpos.z

That's it !

so i'm moving light calculation to ViewSpace.. that's easy and cheap..

multiply ViewPos with InvViewMatrix to get WorldPosition

In Topic: TransparencyAA10.1 BackFace Problem

16 February 2012 - 07:45 AM

So i have found the problem...
in the SDK Shader the RasterizerState is set twice... That's not working right... and Culling is using the default Value

technique10 RenderAlphaToCoverage
{
pass P0
{
SetDepthStencilState( EnableDepthTestWrite, 0 );
SetRasterizerState( DisableCulling );
SetRasterizerState( EnableMultisampling );
SetBlendState( AlphaToCoverage, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF );

SetVertexShader( CompileShader( vs_4_0, VsRenderScene() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PsAlphaToCoverage() ) );
}
}

In Topic: [SlimDX] FallenTemple Demo (underwater)

28 May 2010 - 04:42 AM

so the graphic looks nice, but it's still DX9, old style and very simple techniques, so LensFlare is a must have :-)

no, you're right, and it's just one switch to turn it off.

Vegetation:
the vegetation ist very simple, you can load the center-position's from a file and switch between ,tree's, palm's,grass or plant's and randomize to get a jungle. The geometry is very simple using billboards, crossboards or starboards for grass.
So you have just one position for sorting and frustum-test, other vertices are generated by vertexshader, passing the scaling values. That makes sorting fast.
Tree's, palm's and plant's switch to billboards if a distancevalue from player has reached.

Tree's, Plan't and Palm's are renderd in 2Pass with Z-Buffer and Alphablending without Z-Buffer. Alphatest ist done in shader with clip command.
Grass is rendert in one pass, only Z-Test and Alphablending

So i've 3 VBuffers
VB1 = grass (3 quads)
VB2 = other plants (2 or 1 quad)
VB3 = other plants no waveeffect and 1 quad

the third buffer is rendering the reflected vegetation on the watermap

In Topic: [SlimDX] new engine video watershading

16 May 2010 - 09:21 PM

So here is the updated Video with new terrain-model and terrainshading by height and normal value's...
have fun...

The Fallen Temple 2

In Topic: [SlimDX] new engine video watershading

25 April 2010 - 05:54 AM

Hey !! Thank you :-)
if someone has some webspace, the compiled demo could be released for downloading to watch it live.

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