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Member Since 14 Jul 2004
Offline Last Active Sep 18 2015 04:24 PM

#4897454 Per pixel point light: interpolating vertex world pos

Posted by on 26 December 2011 - 11:02 AM

Tangents, normals, binormals can be interpolated, just make sure that you normalize them again in your pixel shader.

#4894742 [DX11] Tile-based Deferred Shading in BF3 discussion

Posted by on 17 December 2011 - 05:05 AM

Currently I store the worldLightPos and viewLightPos matrixes in 1 RWStructuredbuffer, and I transform them from world to view with a ComputeShader to the same RWStructuredBuffer. But I haven't measured the performance.

I don't think you will have conflicts with a Map/Unmap, but maybe the staging buffer is a good way to go. Then you have more control of what is allocated in the memory.

Please keep posting your results, it is an interesting read! 

#4858630 [C++] Direct3D hooking sample

Posted by on 07 September 2011 - 07:56 AM

I finally found it, for everybody else that is interested see attachment!

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