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grunt123

Member Since 27 Dec 2004
Offline Last Active Feb 03 2014 03:25 PM

Posts I've Made

In Topic: Improving cascade shadow

03 December 2013 - 11:16 AM

thanks for the link.  seems to be a great source of materials.


In Topic: Improving cascade shadow

02 December 2013 - 07:00 PM

yes, 3x3 pcf/soft shadow. (blurring)  But, still seeing 'chain-saw' edges, especially in distant cascades .... What type of filtering can improve the situation? maybe, EVSM? 


In Topic: shader register question

29 April 2009 - 04:42 AM

i still cant' figure out how this shader register stuffs work ...

cbuffer cb0
{
row_major float4x4 mWorldViewProj :packoffset(c0);//: aaa : packoffset(c0); // World * View * Projection transformation
float fTime :packoffset(c5.y);//: bbb : packoffset(c4.x); // Time parameter. This keeps increasing
// Notice, that this parameter is placed in c5.y.
// If it were packed by the default packing rules,
// it would be placed in c4.x
};

cbuffer cb1
{
row_major float4x4 mWorldViewProj1 :packoffset(c0);//: aaa : packoffset(c0); // World * View * Projection transformation
float fTime1 :packoffset(c5.y);//: bbb : packoffset(c4.x) ; // Time parameter. This keeps increasing
// Notice, that this parameter is placed in c5.y.
// If it were packed by the default packing rules,
// it would be placed in c4.x
};

cbuffer cb2
{
row_major float4x4 mWorldViewProj2 :packoffset(c0);//: aaa : packoffset(c0); // World * View * Projection transformation
float fTime2 :packoffset(c5.y);//: bbb : packoffset(c4.x) ; // Time parameter. This keeps increasing
// Notice, that this parameter is placed in c5.y.
// If it were packed by the default packing rules,
// it would be placed in c4.x
};

If i declare these in one shader file, are cb0,cb1,and cb2 going to be placed in separate register? It doesn't seem that way so far. I have to specify register by using register keyword to set shader variable properly ...

In Topic: shader register question

22 April 2009 - 07:26 AM

My another question ...

cbuffer xxx
{
float4 mmm : packoffset(c0);
}

cbuffer xxx1
{
float4 mmm1 : register(c0);
}

what's the difference between these two cbuffer declaration?

In Topic: shader register question

22 April 2009 - 06:37 AM

i know b# is for boolean register, but i'm wondering if it's also true for dx10. In sdk doc, it just mentions about register(b#) for cbuffer. and, c# for packoffset

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