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thmfrnk

Member Since 17 Mar 2013
Offline Last Active Jul 07 2015 10:18 AM

#5237873 CS write to Texture

Posted by thmfrnk on 01 July 2015 - 09:14 AM

Oh fu** ... sorry guys. I was calling the dispatch(8, 8, 0) instead of (8, 8, 1)

DirectX gives me millions of warnings for each pice of shit, why not in this case.. this took me the whole day..




#5236683 Best technique for lighting

Posted by thmfrnk on 25 June 2015 - 01:05 AM

At first thank you for your answers. Lets split it into two different problems:

 

Shadow Mapping:

I think the problem with the Tiled approach would be that I also have a Projection Texture AND Shadowmap. Finally I'm not sure about the maximum Texture Array size. Next question would be, is it possible to render the shadowmap directly into the array on a specific slice or to I have to copy the single shadowmaps into the array?

 

Shading/Texture Projection

As I mentioned before, the current approach to render the projection (by drawing a frustum mesh) isn't really an optimal solution, because it waste a lot of GPU power. Please have a look on the attached Images. The first one shows a current approach and the second would be perfect, but I don't know how.

Culling_Current.jpg

Culling_Optimal.jpg

 

I also thought about an another approach for texture projection, please let me know what you think:
In a computeshader just use the shadowmap to reconstruct a worldPos, Project it back to Screenspace to figure out GBuffer coords and finally do the shading. But I think the problem here will be the undersamping/interpolation, because of fixed size of the shadowmap.

 

 




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