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Member Since 26 May 2010
Offline Last Active Aug 21 2014 03:05 PM

Posts I've Made

In Topic: Shadow Mapping Deferred Shading or Forward Pass?

21 August 2014 - 03:07 PM

I don't remember what texture formats that depth buffers need, but if you're trying to create a texture for the depth buffer, and you're giving it the depth buffer binding flags, it should error out if it's an unsupported format. 


I would go and check to see if there are any failures when creating the buffer first.

In Topic: [CSM] Cascaded Shadow Maps split selection

25 July 2014 - 03:35 PM

It's been a little while since I've done CSM, but I did the texture atlas approach and then to avoid the branch I would pass in the tile size as a uniform and divide the tex coord by the tile width and height to determine what tile to sample from. Then I would have a uniform that determined the depth range between the two cascades that I would want to lerp between, sample from both maps and lerp based on the distance to the split.


I'm a little hazy on the details, so I apologize with the vague wording, but I hope you get the gist of what I'm saying.

In Topic: MSAA in Deferred shading

25 July 2014 - 03:09 PM

You piqued my interest and I found this article


It sounds like 10.1 you have the ability to access the AA'ed samples, so you can reconstruct your values based on the knowledge of whether you're on an edge or not within your geometry. From a cursory look it seems to work when constructing depth samples, but I don't know how well it would work with the other parameters of a deferred shading pipeline like normals, since you would have an averaged sample, but they seemed to have gotten it to work. I'd love to know how that works if someone smarter than me understands it.

In Topic: Long delay when creating device object.

23 July 2014 - 10:14 AM

Hmm I don't have any direct idea what may be causing it, it definitely sounds like some sort of contention for the resources. It may be waiting on a flush from the GPU before it creates the second device, is there a chance you don't call swap buffers until four seconds or so into the process?

In Topic: Long delay when creating device object.

22 July 2014 - 01:32 PM

That sounds like a dead lock somewhere then if there isn't high GPU or CPU load. Is it possible you're waiting on any tasks to finish? Or multiple threads are trying to use the same context?