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ErnieDingo

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About ErnieDingo

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  1. Strafe : Air Support

    Latest update -> Just a quick demo of the current status of the game
  2. PACIFIC STRAFE - AIR SUPPORT

    Fixed 3d perspective ww2 flying game. More to come...
  3. Strafe : Air Support

    Version 0.83 is now available -> Album preview here. Requires XBox Controller to get the most out of it, but works with most gamepads and keyboard does also work. insanesoftware.com.au/Strafe_Latest_Build.rar Tim Dev map doesnt work, but other 2 do.
  4. Version 0.83

    Version 0.83 WIP
  5. Scratch that. I had a revelation. I'm currently rendering to a non msaa buffer for my shadow depth buffer. I should add a 2nd depth target to render to. As the first is orthagonal for shadow. I could also render a projective version to a 2nd depth buffer.
  6. Thinking now a depth only render pass to a non msaa depth buffer is my only real option. Which means rendering the scene again sans water. Need to balance this against the performance hit of sampling from a msaa based buffer. Performance hit is more consistent than the increasing hit of higher and higher msaa levels
  7. I'm thinking i should do as you mentioned, which is to target a 2nd non msaa depth buffer. My question is whether i render the entire scene again but depth only or render including scene. Rather than resolve the msaa buffer. I'm thinking the former is best.
  8. HI, I'm doing a final pass on my water rendering, as such, I would like to be able to reference a copy of the depth buffer to understand how deep the water is at a point based upon the water pixels Z and the Depth of the Z value. Im doing some water depth related effects, therefore sampling the Z Depth. I have a few ideas on how to solve this. The simplest I believe is not possible, so it leaves me with a couple of options. 1 - ResolveSubresource from a MSAS Depth buffer to a non MSAA Depth buffer (believe this is not possible as resolving from a depth buffer with depth stencil flag set). 2 - I just copy the depth resource as a MSAA Depth buffer to a MSAA Depth buffer. Then Use Load to sample in the shader for the depth. Slower, but should work. 3 - Render the MSAA Depth buffer using a full screen quad to another target which is a non MSAA SRV. 4 - Consider this is a transparency pass, I probably could use the depth buffer unbound from rendertarget and use as a SRV and use Load to sample from it (no need to copy at all). 2 or 4 seem to be the go. I believe 4 would be best of all the options. and should be the fastest option. Comments. Am I missing something here? Cheers
  9. "3D Decals" for roads on terrain.

    Just to elaborate on the static piece, I was a little simple with "1 Call". I do actual break the world up into boxes, each box has reference into the decal buffer for decals that are contained there in. All the geometry is grouped together for 1 draw call per box. But its all in 1 buffer.
  10. "3D Decals" for roads on terrain.

    I have 2 types of decals, dynamic and static. Static decals are built into one buffer and one draw call. Textures are referenced via Shader resource Texture Array. Dynamics reference the same way. Dynamic though have their buffers rebuilt each frame. Splines are triangle strips, so its one draw call one with all the vertices and indexes are marshalled. The premise is not to make the decals compare against Z depth, but to bake it into the actual final render. Traditionally, most people build decals by rendering into the same scene, my approach is to render into a seperate buffer and bake it. The key is to render the decals into a seperate buffer.
  11. "3D Decals" for roads on terrain.

    Having no background in the rendering pipeline for Unreal, I cant comment. But the technique you might be able to adapt. Basically, you need to render your decals into a separate rendertarget, using the Z from the target scene (im assuming you are using deferred here) to do rough z testing. Basically, severe bias on the decal Z test (to avoid any Z fighting). What you really are trying to do is exclude decals that are genuinely obscured by geometry. This pass is all about approximation. when rendering the decals you can add extra stuff like masks etc, baking more information into the rendertarget as you like. What this then gives you is a view of all visible decals in the scene. Now, on the final render pass, you need to sample from this rendertarget (shader resource of course), blending in the decal onto the terrain. What this does is, Z fighting is completely avoided at any distance. Let me know if this helps. I've made a few posts on this, including a step by step process I went through to get to my result. You will need to trawl through late to mid 2016 to find it. I couldnt. This one was also where I posted
  12. Strafe : Air Support

    Version 0.81 is up, lots of changes, mostly to do with camera controls, sound effects, bits of additional content and lots of fixes to enhance the gameplay. Working also on new maps, new region underway. Must to do, if you want to have a play, drop on over to the facebook page.
  13. Any simple Game Document Design template?

    Thanks for this thread! I've been looking for a template also!
  14. Strafe : Air Support

    I haven't posted an update in a while, so here goes
  15. Deferred device contexts

    Yah. I do use instance buffers for instance specific attributes say like color and a cbuffer for any material related attributes. I'm not too complicated at the moment.
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