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  • 0 posts edited
  • 1 helpful flag
  • 11 votes cast
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
If your object's WorldPosition is outside of the view frustum, its post-projective position won't be in the -1 to 1 range. I should state that I am moving the object around inside the view frustum and the values are not in range.
Aug
30
comment Converting world space coordinate to screen space coordinate and getting incorrect range of values
I've seen the XNA version via reflection and it pretty much does the same thing. It doesn't work either with my view * projection matrix.
Aug
30
revised Converting world space coordinate to screen space coordinate and getting incorrect range of values
edited tags
Aug
30
accepted My transparent objects overwrite opaque objects depth and always draw on top?
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.