Deferred lighting

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27 comments, last by Narf the Mouse 12 years ago
funny that fog thing...

[attachment=8001:fog test1.png]
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[quote name='winsrp' timestamp='1333383177' post='4927534']
night creature, that solution worked great, so light should be from 0 to 1... and saturate clams values from 0 to 1... and if a number tend to go way below 0 is hard to get them up to do something ... got it now.

the other question I have is, how come some areas are hard to be differentiated, I know I still need shadows but seems like something is still missing here.

look at center of the following image, you can hardly tell there are cubes here.

[attachment=7992:shaded test3.png]


I'd work through that book first to be honest, for light equations and a solid understanding of the math involved is necessary. Especially when spotlights, projected lights and shadows come along.
Having a solid understanding of 3D math will help as well when more advanced effects and shaders are presented to you.
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Thing is, if he practices what's in the book while reading it, it may stick better. Depends on how you learn.
the problem with the book is that is applied to DX10, and I'm using DX9 since its XNA, so, somethings are useful and somethings are not.

funny that fog thing...

[attachment=8001:fog test1.png]

Looks like it's working. :)

the problem with the book is that is applied to DX10, and I'm using DX9 since its XNA, so, somethings are useful and somethings are not.

Hmm...I didn't notice anything really specific to DirectX in it; do you have the second edition?
not really I just clicked the link, and the first chapter is, what was Dx9 like, and what they killed in Dx10, and from that point on, its all dx10.1

not really I just clicked the link, and the first chapter is, what was Dx9 like, and what they killed in Dx10, and from that point on, its all dx10.1


Ah you mean the link book, Narf thought you were on about the maths book, even though the application code is DX10.1 as long as the shaders are SM3.0 they should work fine in DX9 and XNA. And even most of the functions in SM4.0 in VS and PS are doable in SM3.0 code you just have to write the code for it instead of calling a builtin function.

Worked on titles: CMR:DiRT2, DiRT 3, DiRT: Showdown, GRID 2, theHunter, theHunter: Primal, Mad Max, Watch Dogs: Legion


not really I just clicked the link, and the first chapter is, what was Dx9 like, and what they killed in Dx10, and from that point on, its all dx10.1

Ah; to clarify, I recommended two things in that post. The book "3D Math Primer..." is DX-neutral. The link is more tied to a platform, but math is math, although there are still functions that aren't supported in DX9. I use it as inspiration for my own routines.

Here I'm going to go into a bit of high-end stuff:
There is a subtle switch in context that will help you program better. Right now, you're probably thinking "What can I do in DX9?" Instead, try thinking "How can I do this in DX9?" The subtle switch is to program into a language, not in a language. For example, programming "in" DX9, it's "impossible" to do bitwise operations. Programming "into" DX9, it's merely awkward and slow.

int4[4] IntBits ;
blink.png , I do kind of the same while working on my game, since I program in vb.net.. and all examples are in c#, not to mention that xna is built for c#

blink.png , I do kind of the same while working on my game, since I program in vb.net.. and all examples are in c#, not to mention that xna is built for c#

Good, then you know how to do it. :)

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