- Viewing Profile: Reputation: Litheon
Awesome job so far everyone! Please give us your feedback on how our article efforts are going. We still need more finished articles for our May contest theme: Remake the Classics
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#4897454 Per pixel point light: interpolating vertex world pos
Posted by Litheon
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 Litheon
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!
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 Litheon
on 07 September 2011 - 07:56 AM
I finally found it, for everybody else that is interested see attachment!
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Direct3D-Hook-2005-11-23.zip 78.42K
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