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Yang G

Member Since 05 Jan 2011
Offline Last Active Aug 01 2013 04:52 AM

Topics I've Started

Depth competition occurs with ZFUNC_EQUAL but no in Shadow Map sample in ShaderX2

01 March 2012 - 10:39 PM

Hi, guys
In the Shadow map sample in ShaderX2, The author draw the shadow like that:
1: Disable the color writing, and render all the scene to generate the depth.
2: use ZFUNC_EQUAL to render the scene with each light

Here is the confusion: If i use the ZFUNC_EQUAL and render something with the same method above, i will encounter the depth competition, but the sample not. Further more, i check the bias state in pix, the depth bias is 0.

so how can i avoid the depth competition problem with ZFUNC_EQUAL ?
Appreciate for any clues about it.


Forgive my poor English.

question about oD0 in vertex shader

05 December 2011 - 04:05 AM

Hi!While implementing the shadow map with shader, I encountered some strange result. there are many dark lines in the surface of the object, but the shadow is correct.this is the idea to implement:1:using the zl/zm as the depth value in shadow texture.where zl is the z value in light view space(view from the light position)zm is the value to define the max z value in light space,so zl/zm will be within 0.0 to 1.0.so the zl/zm will be moved to oD0 each component.2: do the same way to get the depth value in light view space while rendering the scene, and compare with the value in map texture.i guess the reason is the precision of oD0, but i don't know how the oD0 is going on.
can someone give me more detail of the oD0?thanks.

what subjects do you subscribe with google reader?

26 May 2011 - 09:02 PM

I want to subscribe some subjects with google reader, en, i have no idea what to subscribe, so can you give me some clues~~

Please give me some advice about game developing

24 April 2011 - 07:14 AM


I am a new guy to game industry and will go to a online-game develop inc as a game developer, in order to promote myself, I have read <Tricks of the windows game programming gurus> & the "dragon book", I do most of all the examples in these books above by myself. so I have got some concept about game programming, directX and graphics theory.
but i encounter a big problem while reading< 3D Games Real-time Rendering and Software Technology>(I have read to chapter 9, the management of visibility of the complex scene) that the content is too academic to understand and implement. I'm doubting whether i should give up this book and read another one more practical.
so i will appreciate much someone can give me some advice.

Thanks very much.;-)

ps: I prefer 3d game programming and engine programming to others. The company is engaged in the development of online games.

implement of sphere mapping in EM

07 April 2011 - 04:37 AM

I'm writing some code to implement the sphere mapping , But I can't understant the theory from the limit imformation got on the net.
can someone give me some clews , documents or links about the details of sphere mapping.
if you have some documents about it, I'll appreciate you can mail me. my email is pinner@mail.ustc.edu.cn.

Thanks in advance