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I've been facing a similar problem recently and all was a matter of 'world' units vs pixel units. Which units are you using for the camera and/or viewport? In case you defined such dimensions with 'world' units you should draw your back TextureRegion specifing the corresponding size in 'world' units. backgroundMapRenderer.getSpriteBatch().draw(back, 0, 0, ...


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The trick for rapid Gaussian blurring with GLSL is to take advantage of the fact that the GPU provides linear interpolation in hardware. Therefore, you can effectively sample four 2D pixels with a single prefetch or eight 3D voxels. By deciding where to sample you can weight the output. The definitive reference is Sigg and Hadwiger's "Fast Third-Order ...


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To do this, you must sample your alpha texture in the depth buffer creation fragment shader, which is ShadowCasterFP in your code. When you sampled the texture, you should discard pixels below a certain alpha level, or do a clip: if( color.a<0.1 ) discard; clip( color.a<0.1?-1:1 ); //where color is your sampled texture at the current fragment ...


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The Direct3D 11 Tessellation stage is designed to be a bit generic so that applications can implement different approaches. There have been a number of presentations on this topic over the years at various conferences. I have links to them at this blog post. This topic is covered in a number of Direct3D 11 books. See this blog post for a list of ...



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