NV hardware shadowmap not working in Fullscreen!
I'm using GeForce 6200. It seems strange, but I used D3D9/HLSL to implement the HW Shadowmap, just follow the NV's document, such as create a D3DFMT_D24S8 formated Depth texture when rendering the depth info under Light View space... when in windowed mode it works well and really faster than the common shadow map. But when in Full screen(not matter if using FSAA), the shadow rendering is wrong. I tried the debug mode to run it, but without any error info, just same as that in windowed mode, but the rendering result. Who can give me some hint?
Does NVidia's own demo work in full screen on your card? You should be able to download it somewhere from:
http://http.download.nvidia.com/developer/SDK/Individual_Samples/samples.html
if you do not have it already.
Does non-hardware shadow mapping (using an R32F texture or something) work in fullscreen for you?
http://http.download.nvidia.com/developer/SDK/Individual_Samples/samples.html
if you do not have it already.
Does non-hardware shadow mapping (using an R32F texture or something) work in fullscreen for you?
That sample works well on my system. It means that my video card should have no problem.
I've seen some detail of that code, almost same as mine, just ...
For my application, from the running result, the problem seem to be that in fullscreen the D3DFMT_D24S8 Depth buffer didn't rendered.
My common shadowmap application(the code is simiar to HW shadowmap app) works well under fullscreen.
I've seen some detail of that code, almost same as mine, just ...
For my application, from the running result, the problem seem to be that in fullscreen the D3DFMT_D24S8 Depth buffer didn't rendered.
My common shadowmap application(the code is simiar to HW shadowmap app) works well under fullscreen.
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