Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


bybw

Member Since 29 May 2004
Offline Last Active Jul 10 2013 03:05 PM

Posts I've Made

In Topic: Deferred SSDO

27 June 2013 - 04:55 PM

Thanks for the info. SH is just used to reconstruct occlusion function. The dot product between occlusion function and light vector is to calculate dirrectional occlusion from the light. Makes sense now,


In Topic: shadow map for transparent objects

15 October 2005 - 04:26 AM

It makes sense[smile]
Another idea occurred to me, though i didn't find the tips you described above in d3d docs
This time i'll use a RGBA render-target, then alpha test should work correctly.
Trying to pack z value into a RGBA texture, and unpack it when doing z comparing pass
but i wonder how to encode depth in rgba?

In Topic: shadow map for transparent objects

15 October 2005 - 02:12 AM

@Ingenu
the depth map is shown upper left

@MikeWW
if i enable alpha test and render the two leaves, i will get two black quads in depth map

[Edited by - bybw on October 18, 2005 7:12:18 AM]

In Topic: How to get the z buffer as a texture?

29 September 2005 - 09:25 PM

thanks for your replies.
Quote:
if you are thinking of trying to save the Z buffer to a texture, i don't think it can be done on a PC, or it's really slow.

unfortunately, i want the depth texture updated every frame...
i've read some shadow map issue
it seems i should render the entire scene into a texture(render target) and calculate the z value with a shader

In Topic: Setting up GLSL attributes

07 January 2005 - 11:08 PM

http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_shader.txt

this link may help you

PARTNERS