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mind in a box

Member Since 20 Apr 2010
Offline Last Active Dec 19 2014 02:13 PM

Posts I've Made

In Topic: Shouldn't the depth-test stop occluded pixels from being shaded?

11 December 2013 - 01:19 PM

We created some meshes which roughly cover the area of our HUD-Elements (Because they have a small fade at the sides) which we are rendering instead of the actual HUD-Elements.

These are the first Objects to render in the whole frame, so what could disable my early-z in such a case?


In Topic: Shouldn't the depth-test stop occluded pixels from being shaded?

10 December 2013 - 03:42 PM

I don't know, I disabled alphablending now, but it doesn't help. Maybe I'll just go with the stencil-buffer, even though I've never used it before, but I think this is what it is for?


In Topic: Shouldn't the depth-test stop occluded pixels from being shaded?

10 December 2013 - 01:39 PM

I think alphatest could be enabled when rendering those, I've seen something like this in my code but thought since the vaules are written into the depth-buffer the early-z test will be used anyways. I'll check that later :)


In Topic: How to make object always face upward ?

06 November 2013 - 01:50 PM

Simplest way of doing this would be taking the cross-product of the world-up-vector (or whatever direction you want it to turn to) and your planes up vector.

Multiply that with the deltaTime and a strength factor (I use 500 for example) and apply that as torque to the plane.

 

I hope this will work well for your problem.


In Topic: [DirectX 11] Shadow Sadness

21 July 2012 - 02:05 PM

Is the shadowmap rendered with an orthogonal matrix? I had to set my camera very high over my scene to not get similar results like you.
But honestly don't think that this is only a D3D11-thing.

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