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FriendlyFire

Member Since 18 Apr 2012
Offline Last Active Nov 08 2014 09:27 AM

Posts I've Made

In Topic: D3D9 Position Reconstruction Shaking

02 December 2012 - 02:13 PM

We're using a 32-bit floating point buffer for the depth.

EDIT: Figured it out. We were reconstructing our view matrix from an eye position and a rotation matrix by passing the required vectors to D3DXMatrixLookAtLH (which we'd calculate from the rotation matrix and eye position). Doing the calculations manually the long way seems to have corrected the problem with no other changes required.

In Topic: D3D9 Position Reconstruction Shaking

02 December 2012 - 09:47 AM

The far clip values can go really high, above 400,000 units (depends on the cascade and the viewer's orientation), while the near clip is determined by scene geometry and usually is around 100,000 (since the source is always a star, there tends to be very little close by).

My problem is that while I'd understand this being an issue for shadow mapping, the algorithm I've posted doesn't actually use shadow maps. It only reconstructs a position from the depth buffer, without using any shadow map. Could it be that the far clip for the main depth buffer is too large, too? The near clip for that is set at 0.5 units as a constant, while the far clip can go to 600,000 or more, depending on scene geometry and user settings.

In Topic: SMAA Implementation - Weights Pass

13 September 2012 - 02:44 PM

Thanks for the help. I've been trying things following your post but I just can't seem to figure it out. Guess I'll put it on the backburner for a while longer...

In Topic: SMAA Implementation - Weights Pass

10 September 2012 - 03:07 PM

Hi FriendlyFire. I'm sorry for the late answer, I'm in total crunch time and deadlines do not forgive !
I eventually got SMAA to work on console aaaannnnnd it took 10 ms to render ! This is the time I gave up.

To have it working on PC, I simply turned the pixel shader interpolated array "offsets[3]" into 3 interpolated values "offset0", "offset1" and "offset2". The compiler did mess with them.


Hey! First of all thanks for updating this.

I've tried to do as you said, but I do not see any significant change. I have tried to only replace the offset array in SMAABlendingWeightCalculationPS and to replace all offset arrays in all functions to no avail.

If you have a few moments, would you be able to detail a bit more what you've done to fix it, perhaps with some code?

Thanks once more.

In Topic: SMAA Implementation - Weights Pass

19 August 2012 - 08:30 PM

Bumping this again. PixelSmasher, did you figure out the issue? I'm still entirely stumped.

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