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MaartenDeNef

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  1. Iemand invite nodig voor the one plus?
  2. Nvm,   When i removed the halfpixel from my pointlight shader everything works.
  3. Hi,   I'm trying to implement a deferred render pipeline. But i think i'm having troubles with my position reconstruction from depth map. I cant find what is wrong. So i hope someone can point me in the right direction.   When using my point lights my edges get very shaky. I've uploaded a short movie so you can see the problem.   [URL]http://www.youtube.com/watch?v=8m9y6orLZhY[/URL]   Thanks in advance
  4. Hi, Thank you for the reply. And i'm sorry for the vague question. Well i'm trying to use Bruneton atmospheric scattering as a post process effect. This part works great thanks to the provide code with his paper. What i'm trying to do now is to draw my terrain with aerial perspective. And this seems to be harder then it looks. I read in the paper "we draw the terrain in the depth buffer only". So i made a depth map and passed this to the atmosphere shader (post process). I calculated the position from depth buffer and when i try to render i get this streched atmosphere.So i probably missed something. I hope i made the question less vague.Ty
  5. Hi, I'm currently stuck on merging my atmospheric scattering (precomputed eric brunetons implementation). With my planet. They both work good seperated. But i don't have a clue how to merge them together. I hope someone can help me out on this one. Thanks in advance.
  6. Hi, It can be your video card drivers are outdated. Also check in your ouput window if the shader is throwing out warnings or errors
  7. Ok, I fixed the problem with the outer space view. It was an error in my render to 3D texture. Just that anoying rotation needs to be fixed .
  8. Hi, I'm trying to implement Precomputed atmospheric scattering thanks to the paper of Eric Bruneton. I've converted some of the shaders needed to compute the single scattering. (Transmittance, Irradiance1, InScatter1, InScatterCopy) to HLSL. All the precomputed textures work like they suppose to. But when I try to bring them together strange things happen. I made a short video to show you the problem. [media]http://www.youtube.com/watch?v=0_YIx4oU6LE[/media] As you can see my horizon is turned on it's side and when i start to move it turns around. 1 other problem is I can't see my outer space view of the earth. I think my problems with the turning lays with in my Camera view direction vector. I just followed the files givin by bruneton on his site to calculate it. [CODE] D3DXMATRIX matView = pRenderContext->GetCamera()->GetView(); D3DXMATRIX matProj = pRenderContext->GetCamera()->GetProj(); D3DXMATRIX iproj; D3DXMATRIX iview; D3DXMatrixInverse(&iproj, NULL, &matProj); D3DXMatrixInverse(&iview, NULL, &matView); D3DXVECTOR4 cl; D3DXVec3Transform(&cl, &D3DXVECTOR3(0.0, 0.0, 0.0), &iview); D3DXVECTOR4 sun = D3DXVECTOR4(sin(sunTheta) * cos(sunPhi), sin(sunTheta) * sin(sunPhi), cos(sunTheta), 0.0); D3DXVECTOR3 campos = D3DXVECTOR3(pRenderContext->GetCamera()->GetPos()); m_pCShaderVar->SetFloatVector(campos); m_pSShaderVar->SetFloatVector(sun); m_pProjInverseShaderVar->SetMatrix(iproj); m_pViewInverseShaderVar->SetMatrix(iview); [/CODE] Then in my vertex shader i'm doing [CODE] PS_INPUT_STRUCT_FINAL VSPLANET( VS_INPUT_STRUCT input ) { PS_INPUT_STRUCT_FINAL output = (PS_INPUT_STRUCT_FINAL)0; output.Pos = float4(input.Pos,1); output.Tex = input.Tex; float4 invpos = mul(float4(input.Pos.xyz,1), projInverse); output.ray = mul(float4(invpos.xyz, 0), viewInverse).xyz; return output; } [/CODE] So I hope someone has had the same problem or knows what I did wrong. If you need more code just ask :-) Ty in advance
  9. Vanavond draaien in de prof :-)
  10. Ty very much that solved my problem
  11. Hi, I'm making a small project (for school) with marching cubes to generate a terrain. Now everything works fine except i cant find a way to merge / remove my duplicate vertices in a cpu friendly way. At the moment i'm just cross checking my list for duplicates (takes alot of time) Does anyone know an algorithm or something that can help me out. Thanks in advance.
  12. Hi, I'm working a simple shadowmap depth map project. I'm having a hard time positioning the orthographic camera. So i was wondering if i could make the camera fit the boundingbox of my terrain (because its big). So that my shadow map stays centered on my depth texture and uses optimal texture space. I've looked on the internet but failed to find something helpfull. Thanks in Advance
  13. Ty for the reply. So i have this panoramic sky texture that is 4096 x 1024. If i want to texture it my uv coordinates are between 0 - 0.5 is that what u mean?
  14. Hi, I'm wondering if i use like a texture with size 1024 x 2048 How do i sample it and what are the uv coordinates. Ty