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Member Since 09 Aug 2012
Offline Last Active Yesterday, 04:40 PM

Posts I've Made

In Topic: RSM indirect Light flickering

06 April 2014 - 05:03 AM

But when do I do that ? My first idea was the standart way of indirect lighting with RSM : Create Vector a = reflect( Lightposition - rsm pixel position, rsm pixel normal). Now vector a is the vector which is (maybe) directed to our dest pixel. Now I do nDotL with the dest pixels normal and vector a. Now I have to multiply this float with the rsm color and divide it by the fallof. But I don't realy unterstand what you mean with the binary test. Maybe someone can give me his way of implementing that, because I thing my way is too expensive.

In Topic: RSM indirect Light flickering

05 April 2014 - 06:22 AM

Oh thanks that makes sense. Well the double sided equation was my first idea of doing that. Is there an other way to do that ??

In Topic: Increase texture reading speed

01 February 2014 - 12:45 PM

Thank you very much for the answer. Your right it isn't very efficient when I use one 144 samples of a 1024*768 pixel rendered RSM...

My idea would be to store the pixellights in an array structure with position/normal/flux so I have not to sample the points every pixel n times and have only a 1D array and only one for loop ( which I think doesn't really inscrease the speed...) 

But storing the VPLs in a buffer would be more effecient I think but I have one problem with that. I don'T really know how to do that without a rendertarget...so only with a constantbuffer or any type of buffer. Is there a way to same the array of my pixellightstructure in a buffer and read it like a constant buffer in each frame ??

In Topic: Rendertarget doesn't get filled

23 December 2013 - 10:14 AM

Okay I've got it I had to set an other depthstencilbuffer when writing the second time to the gbuffer

In Topic: HLSL project a texture to the frontside of an object

10 December 2013 - 02:03 PM

Okay thanks but what is about other objects that are behind that one ?? It should produce a kind of shadow but is that possible to check ??