2
votes
2answers
173 views

Why does matrix multiplication lead to different result if it's done on CPU, compared to GPU(shader)?

If I'm calculating a "camera space" on the CPU, by multiplying the view with the projection matrix on the CPU , and afterwards multiplying the world to the result my vertices do not pass to the pixel ...
4
votes
1answer
205 views

What happens to data between vertex shader and pixel shader?

Short version: What can happen to the output of a vertex shader that leads to no(or very few) pixels being drawn, especially in relation to a perspective matrix. Long version: My problem refers to ...
0
votes
0answers
39 views

Cascaded Shadow Maps left handed to right handed coord system

Im trying to port the Directx SDK (june 2010) sample (CascadedShadowMaps11) into a right handed version (to later implement in my engine) but i can't figure out the math, so far i got it partially ...
3
votes
2answers
491 views

How to achieve hologram projection effect with head tracking

I want to recreate this: http://www.youtube.com/watch?v=9xMSGmjOZIg&feature=related I can take care of tracking the user's head, and in one of the comments I believe the author says that he used ...
1
vote
1answer
342 views

Perlin noise example the same on CPU as GPU?

I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
7
votes
3answers
1k views

Rotating a vector by another vector in shader

I have a terrain surface with a normal for each point on the terrain. I have a second detail normal map to be applied to the terrain. These normals are in 3-space. The Y value of both normals is ...
2
votes
3answers
1k views

2D shader to draw representation of rotating sphere

I want to display a 3D textured sphere, and then rotate it in one direction. The direction will never change, and the camera will never move. One way is to actually create a spherical mesh, map a ...