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simonjacoby

Member Since 19 Jan 2006
Offline Last Active Dec 12 2014 05:52 AM

Posts I've Made

In Topic: Sorting faces according to depth but keeping an index buffer

31 March 2013 - 03:25 AM

Thanks for the tip, I was looking for something like that.

 

However, I've encountered a fatal flaw with the way I was trying to do things, so I'm dropping it now, and trying something else.

 

Thanks anyway!


In Topic: [D3D9] Finding out which register a shader parameter is mapped to

22 June 2011 - 02:19 AM

I am using the effects framework, as in "From an effect I can get a handle to a technique, from that technique..." etc ;)


I use it to load effects because it's convinient, but I don't want to use the SetFloatXXX functions when actually setting the shader parameters, because of the overhead of the D3DX effect framework.


Anyway, thanks for your input! Using the constant table interface will be the way to go.


/S




In Topic: Logarithm with any base in PS3.0

05 April 2011 - 09:27 AM

Great, thanks!

Now that I see it, I vaguely remember that from math class years ago ;)

Thanks again :)

/Simon

In Topic: [SOLVED] Depth-based DOF and reflections

21 February 2011 - 05:45 PM

So I tried it, and it works perfectly (and without using raytracing or other bs ;)) See attached screenshot. The reflection is now blurred and the water surface is still crisp. The DOF for the water reflection is just the reflection texture downsampled twice and then blended in with the original reflection texture with CoC per pixel calculated from depth.

I think the reason I didn't think of this in the first place is that I just thought it would be too expensive. However, if you just assume there will be other things happening, tonemapping, bloom, motionblur, dof, color correction passes and whatever else you might have going on, then adding a simplified DOF filter at half res on top of the reflection rendering isn't that big of a deal.

Anyway, thanks for your replies and happy coding :)

EDIT: Changed to nicer screenshot ;)

In Topic: [SOLVED] Depth-based DOF and reflections

21 February 2011 - 03:47 PM

Here's a photo I found after a quick google, just for reference. Notice how the image in the reflection matches the CoC of the real world.

EDIT: Sorry for spamming like this, but I just realized that I could just run the DOF post processing (or a simplified variant of it) on the reflection texture when I render it. Since the reflection texture is about a quarter of the main backbuffer, maybe performance won't be horrible. I'll try it and post my findings. :)

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