Original Post
I've seen numerous threads on this, but I'm not ashamed of still posting a thread on SSAO, after all I'm going to implement it on D3D9 I've seen a lot cool demos on that, opengl ones, d3d10 ones, ogre ones, etc.. some links I collected. http://www.malmer.nu/index.php/2008-04-09_ssao-c-style-pseudo-source-code/ AO - ON - XNA http://sites.google.com/site/shadedpixels/realtime-ambient-occlusion DETAILED SRC ON SSAO http://www.gamerendering.com/2009/01/14/ssao/ http://www.gamedev.net/community/forums/topic.asp?topic_id=523054 http://www.gamedev.net/community/forums/topic.asp?topic_id=517130&PageSize=25&WhichPage=1 http://www.francois-tarlier.com/blog/?tag=ssao now comes my problem, It seems not easy to access depth buffer on d3d9, it seems two passes are needed, any one point me some directions? surely I need to implement the whole thing on D3D9 [Edited by - zinking on May 14, 2009 8:10:35 PM]