337 reputation
112
bio website
location Switzerland
age 23
visits member for 3 years, 4 months
seen Jun 12 '13 at 8:02

Jun
7
accepted Drawing a depth map properly
Jun
7
comment Drawing a depth map properly
thanks, that did it! Could you rewrite this as an answer so it can be accepted?
Jun
7
comment Drawing a depth map properly
I've added the shader code. nothing magic there. How can I specify how the z-buffer is used?
Jun
7
revised Drawing a depth map properly
added 815 characters in body
Jun
6
asked Drawing a depth map properly
May
11
awarded  Teacher
May
11
accepted Computing volumetric light effects analytically
May
11
answered Computing volumetric light effects analytically
Apr
26
comment Computing volumetric light effects analytically
Your original answer was very nice and showed us the goal what we want to achieve :-) We are very thankful for your answer there! The question which remains is how to improve efficiency of the method when shadows can be stripped from the volumetric part.
Apr
26
revised Computing volumetric light effects analytically
added 71 characters in body; deleted 6 characters in body
Apr
26
asked Computing volumetric light effects analytically
Apr
17
accepted Rendering collections of light sources
Apr
13
accepted From camera coordinates to world coordinates
Apr
12
comment Rendering collections of light sources
Thanks for offering help :-) Do you have something like skype where we could go through the shader together once?
Apr
11
awarded  Commentator
Apr
11
comment From camera coordinates to world coordinates
Got this correct as in my own answer answered my question :-) Troubles I currently have lie now in the pixel shader ^_^
Apr
11
comment From camera coordinates to world coordinates
Thanks. Got this correct, but accidently forwarded the wrong inverse matrix to the shader ;-)
Apr
11
answered From camera coordinates to world coordinates
Apr
11
comment From camera coordinates to world coordinates
It doesn't discard information since I also have the z-buffer value. Haven't mentioned this strong enough :-)
Apr
11
comment From camera coordinates to world coordinates
as I've said. view * invView equals identity, when I put a breakpoint in visual studio. invView = Matrix.Invert(view).