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yonarw

Member Since 18 Sep 2010
Offline Last Active Nov 21 2012 03:03 PM

Posts I've Made

In Topic: Shadowmapping in Camera-Space

21 November 2012 - 03:05 PM

ok, I guess I will be fine with my cube map for now ... with a little bit of optimization it will only draw visible objects for each side of the cube and I share one FBO for the shadow map. Thanks for your help!

In Topic: Shadowmapping in Camera-Space

21 November 2012 - 04:35 AM

Wow thanks that worked!
Now one step further: Is there a more efficient way of rendering a cubemap than rendering all 6 directions seperately ? I found something that uses a geometry shader to render to all 6 faces of the cube at one time but that looks to complicated for me.

In Topic: Deferred shading - problems with normal map

19 November 2012 - 11:39 AM

Sorry for not posting some weeks now. I've lots of work at university at the moment ;)

I kind of fixed it for now. But using way to extreme Normalmaps will bring back the bug.

Thanks for your help!

In Topic: Deferred shading - problems with normal map

31 October 2012 - 10:16 AM

Thanks for your answer!
I had the same explanation for the problem but if this is really what is causing the problem I wonder why normal maps can store normals that go in the face they are displayed on. I see that for calculations with the TBN-matrix you need a vector with values from -1 to 1 but why do I store those vectors in the final normalmap?
I guess i have to play with the tangent-space normalmaps then.

Thanks again for your answer.

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