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6

I can't see anything fundamentally wrong with the shader, but here are a few things I find commonly done wrong with deferred shading that you might be doing. 1: Drawing full screen lights. The beauty of deferred shading is that you can pack your lights into geometry so that you only need to consider a part of the screen when drawing them (Like a cube with 2 ...


2

A very short cutoff tk fhis problem, if you don't want to use trigonometry, is to first translate the view matrix with the distance between the camera and the player on the +z axis, then rozate the matrix, and after that, move it to the correct place, by translating it to the player's position. However, this is the worst and laziest solution I could think ...


2

The primary thing that stands out is that your loop copy initializes the auto val loop variable with the elements as you iterate. Even though your type is reasonably small, there's a bunch of overhead in doing so and it's likely that you would gain some by going for auto& val. Of secondary concern is that you're using strings for non-textual things. ...


2

There are different ways to do this. 1. Tessellation Do this with tessellation. That is exactly what tessellation was created for. You have to read a bit about it, but when you got it, thinks are going much easier. 2. Structured Buffer Instead of using the normal pipeline, you can bind the triangle mesh (vertices) as a structured buffer. Then you can ...


2

"Intensity" of a color is often the purity of a hue in color theory. It's also known as saturation. This means you can compute the intensity (saturation) of a single color by converting it from the RGB space to the HSV space. The saturation component, specifically, can be computed by selecting the minimum and maximum color components Cmax = max(R, G, B); ...


1

Yes it does and they work the same way as in DX11



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