Question about singlepass parallel-split shadow mapping

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11 comments, last by MJP 14 years, 11 months ago
Quote:Original post by B_old
Sounds intriguing.
Do you use the depthstencil buffer or do you write the z-values into a separate texture?


I render it into a seperate texture, only because there's no way to sample a depth buffer in XNA.
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At least on nvidia cards you can use the depthstencil buffer for hardware accelerated shadow mapping, no?
Thanks again for all the answers. They were very helpful.

[Edited by - B_old on April 26, 2009 4:08:42 PM]
Quote:Original post by B_old
At least on nvidia cars you can use the depthstencil buffer for hardware accelerated shadow mapping, no?


Indeed, in D3D9 you can use the depthstencil buffer directly for shadow maps but you need to use Nvidia and ATI-specific driver hacks to do them. However you can't use those on XNA, since it doesn't let you specify fourcc surface formats in order to maintain consistency between the PC and 360.

In D3D10 you can just sample the depthstencil buffer without any hacks since that's actually part of the API.

Quote:Original post by B_old
Thanks again for all the answers. They were very helpful.


No problem, anytime.

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