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Member Since 02 Apr 2012
Offline Last Active Apr 16 2014 06:48 AM

Posts I've Made

In Topic: The best method to use for reflection on ocean waves

08 September 2013 - 02:39 PM

Well if the surrounding geometry is static and the scene is large enough, you could build a cubemap or an envmap of it, and then sample it while doing reflection of your ocean waves and floating objects (and apply fresnel as needed) which would be a pretty good approximation I think. Not sure how expensive that would be, how often does the geometry around the water change?

Wouldn't it look "wrong" where the objects intersects the water, such as floating buoys and boats. I read about some techniques doing parallax compensation to improve the quality of cube maps, not sure if that can be used here?

In Topic: Is it possible to obtain what flags a shader was created with?

27 July 2012 - 05:56 AM

I kind of agree with you and if I was in charge I prob implement something similiar. Just the way the system is setup atm, we submit compiled shaders and I was just looking into solving the problems with assuring a standard for what flags been used when building.

In Topic: How to implement pcf by hand?

08 June 2012 - 03:18 AM

Posted Image

This is what it looks like

In Topic: SampleCmpLevelZero just returns black!

07 June 2012 - 08:38 AM

Thanks MJP. Maybe you're right, I've seen examples of both implementations?

However that didn't solve my problem but I found another solution. It turned out that I had to set the sampler on the application side (PSSetSamplers). This was only the case for
SamplerComparisonState, all other samplers worked fine when declared in the shader. The reason I didn't try that sooner was that it got a little tricky to do that in our engine framework. I don't know why this is happening but maybe there's some minor driver bug? I'm using ATI hardware.