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Aug
30
asked Converting world space coordinate to screen space coordinate and getting incorrect range of values
Aug
14
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1128 characters in body
Aug
13
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1537 characters in body
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
Thanks John but I had tried that before and it does not solve the problem.
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
Is it possible to determine the rescaling required from the code I have provided?
Aug
11
comment Deferred rendering with VSM - Scaling light depth loses moments
I've added the methods used for calculating for the moments.
Aug
11
revised Deferred rendering with VSM - Scaling light depth loses moments
added 1302 characters in body
Aug
10
awarded  Promoter
Aug
10
comment Deferred rendering with VSM - Scaling light depth loses moments
I've added the calculation for dist_to_light to the edit. The position variable is the homogenized position calculated above.
Aug
10
revised Deferred rendering with VSM - Scaling light depth loses moments
added 651 characters in body
Aug
9
revised Deferred rendering with VSM - Scaling light depth loses moments
deleted 109 characters in body
Aug
9
revised Deferred rendering with VSM - Scaling light depth loses moments
added 111 characters in body
Aug
8
asked Deferred rendering with VSM - Scaling light depth loses moments
Aug
5
comment Sampler referencing in HLSL - Sampler parameter must come from a literal expression
That works but I end up with lots of functions with many arguments. It's a solution of sorts.
Aug
4
asked Sampler referencing in HLSL - Sampler parameter must come from a literal expression
Jul
28
comment Copying render target texture loses all depth
Yes. That is correct. My current method is to use a depth texture.
Jul
24
comment collision resolve sphere-aabb and aabb-aabb
See my edit for position resolution based on mass. The velocity formula is the same regardless of the mass. May I suggest looking at well written physics engine source code as there is a lot to cover for one question? link
Jul
24
revised collision resolve sphere-aabb and aabb-aabb
added 372 characters in body
Jul
24
comment collision resolve sphere-aabb and aabb-aabb
Update the position using a velocity. So if the above code detects a collision. Velocity = Vector3.Dot(AABB.Velocity, contact.normal) Then update the position AABB.Position += Velocity * dt 'dt' is the current elasped time for the frame.
Jul
23
revised Copying render target texture loses all depth
added 198 characters in body