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wiselogi

Member Since 30 Jul 2011
Offline Last Active Mar 16 2013 07:04 PM

Topics I've Started

Managing scene objects worlds position without a scene editor

03 May 2012 - 10:41 AM

Hi Guys,

I was using "hardcoded" values on a XML file to specify absolute world position and load my scene objects, but now that I've added quite a few objects it is quite painful to keep editing the xml file, see if my new object is on the desired position, than change the position on the XML a "little bit to the left".

So, I was wondering how you guys do this annoying job if you dont have a scene editor. I'm not planning to code one, unless it is absolute necessary.

Thanks!

Correct approach to render pixels of a SPECIFIC depth

30 July 2011 - 02:03 AM

Hi,

Well, suppose I have a depth map and just want to render pixels that are on the specific depth of the depth map.


Its not a common depth test, because I might have fragments that are closer to the camera but the depth on the depth map for that screen position is farther.

I thought on this approach:


1.Render Scene

2. At pixel shader consult the depth map, if current fragment depth is within the tolerance, shade and return fragment.

else

clip(-1);

Is this the correct approach, would it work?

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