Top of the line vs Old crap

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31 comments, last by riuthamus 11 years, 3 months ago

So, how would we get something to look like this:

gallery_1_371_141239.png

gallery_1_371_169269.png

Their lights seem to... have a brighter center. How would we go about doing this? This is what ours looks like:

gallery_1_371_140597.png

We attempted to boost up the bloom to amplify it but our bloom either sucks or.... its just not working right. The bloom is MAXED btw. ( not ideal for getting the effect we might need in some locations )

gallery_1_371_101887.png

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Actually, i made a new post, since it is kinda off topic with this one. Thanks

http://www.gamedev.net/topic/637498-point-light-shadow-mapping/

You don't need to keep view space position for the logarithmic depth. You can use the value of w, since it contains the view space depth after projection:

output.Position.z = log(0.001 * output.Position.w + 1) / log(0.001 * FarPlane + 1) * output.Position.w;

That's because the projection matrix (D3DXMatrixPerspectiveFovLH) is:


w       0       0               0
0       h       0               0
0       0       zf/(zf-zn)      1
0       0       -zn*zf/(zf-zn)  0

And thus w ? z, w ends up with the view space depth.

Kinda off topic, i just saw your video of your engine. Fucking amazing! A job well done and thank you for the help with this. qui and you certainly have been a huge help.

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