Quote:Original post by dgreen02Quote:Original post by ArKano22
Here´s a video showing this stuff on movement:
I still think it looks pretty good so for the moment i´ll stick with this method to remove halos. If at some point i decide to use a normal buffer too then i´ll see how it performs there.
Great video, keep up the good work! I'm going to drop this implementation into my project and see how it looks :-D
I tried your SSGI the other day, it seems as though the output turns to white as the objects get close to the camera. What is your max_Z value set to in your perspective matrix ? Is it around ~100 ? My game has it set to 3800 I think it has something to do with why I loose all SSAO/SSGI on naer objects ( < 150 units to camera ) they fade to all white/no occlusion.
Let me know if you can think of a fix off the top of your head, I will try to take some time and investigate later.
- Dan
Hi Dan, my max_Z is set to 1000. If you´re using the opengl internal zbuffer, then it is probable that your problem has to do with it not being linear. That means your depth values are tightly packed together near the camera, and they begin to space apart when you move away from the camera.