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Correct me if I''m wrong, but an ortho view is easily achieved with matrix translations
Once you setup an ortho projection matrix, you can simply slide around by translating the matrix, yes.
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And then since I''m using directional, it should be even easier then the paper, no? Because they have to worry about the projection while I just can take the depth buffer as it is.
It''s slightly easier, esp. in the final rendering pass. You still need to reproject your depth texture back onto your scene, but the math is simpler, since there is no perspective projection involved. Same thing goes for the computation of the r coordinate. And there are no perspective alias problems, that''s a great advantage for the quality.