Sign in to follow this  
Canine

Hardware Shadow Map with Nvidia card

Recommended Posts

Canine    122
Dear. I think this question is asked for many many times, but I still have something un-clear in implementing the hardware shadow map by Nvidia hardware... The configuration I am using is as follow. I am using DirectX9 SDK, with a piece of Nvidia GeForce4 hardware, and I am now able to generate a depthstencil texture. And i am using VS1.4 and PS1.4 for both case. The above config is fixed, as I cannot use lower VS and PS (not enough texture registers) and higher VS and PS (need to support as much card as possible) I have the following questions: 1> Do i need to set the depthStencil Texture as Texture zero, or I canset it as any texture stage I want. I have this question, because the documentation "GPU Programming Guide" by Nvidia said (seems to be) that, it should be located in texture unit 0... 2> For PS_1_4, how can I perform a "projected texture fetch" in the shader? as the above documentation mentioned, if using 1.1-1.3, the action can be set by setting sampler stage. If using 2.0 or above, I can find the exact texture call (texProj). But in 1.4, the only call I can find is "texld r0, t0_dw.xyw", but it seems not work (after I have used it). Is there ant tick I need to take care, or is there any detailed documentation available? thx thx thx

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this