Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

103 Neutral

About lpm_jacky

  • Rank
  1. lpm_jacky

    A Simple and Practical Approach to SSAO

    Do the position and normal buffers are in model view projection (mvp) space. For example, I have a world space position p_world and world space normal of a pixel. I need to convert them to mvp space by p_mvp = mul(mvp, p_world); p_mvp/=p_mvp.w; and n_mvp = mul(mvp, n_world) n_mvp/=mpv.w; Does anyone help me since I can't exactly produce the SSAO effect mentioned in above.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!