337 reputation
111
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location Switzerland
age 23
visits member for 3 years
seen Jun 12 '13 at 8:02

Apr
10
asked From camera coordinates to world coordinates
Apr
10
comment Rendering collections of light sources
I've tried to implement the pseudocode in HLSL. After fiddling with many compiling problems due to SM 2.0 restrictions I got to pastebin.com/XeCLzRPa . Couldn't test it until now, but one of my questions is what the effect of this value.a actually is. Why do you use (1.0 - outColor.a) there, what does it stand for? Rest makes perfectly sense.
Apr
10
comment Rendering collections of light sources
So: 1. create vertices (-1, -1, zNear) / (-1, 1, zNear) / (1, -1, zNear) / (1, 1, zNear) 2. create two triangles over this vertices in clockwise orientation 3. in my vertex shader, apply inverse projection matrix to it, then inverse camera view matrix to get world coordinates 4. in my pixel shader, shoot a ray from the calculated position to the light and calculate color
Apr
10
comment Rendering collections of light sources
For the vertex shader, will I render two triangles over the near-plane of the camera? So that for every pixel in the near-plane, a ray can be traced to the light?
Apr
9
awarded  Editor
Apr
9
comment Rendering collections of light sources
Not exactly, however - I like the atmosphere :-) I've added a screenshot of my current lights to the question. It's an FPS game, where you have to compete with each other about this collectible lights. The problem is that you start to glow stronger if you collect more lights and you get more visible then and are more easily to be shot.
Apr
9
revised Rendering collections of light sources
added 72 characters in body
Apr
8
comment Rendering collections of light sources
The problem with darkening the rest of the scene is, that the only light comes from the players :-) So, it's a very dark environment. For this soft particle effect in your last sentence: This is exactly what my question is: Do you know any tutorials which explain how to do "simple" particle effects in xna 4.0? Also, what model should I use for the players? I don't think that I can use the billboards as now if I should rotate them over time.
Apr
8
asked Rendering collections of light sources
Apr
4
awarded  Scholar
Apr
4
accepted Shadow map artifacts
Apr
3
awarded  Nice Question
Mar
31
awarded  Supporter
Mar
31
comment Shadow map artifacts
The main problem with big resolutions is that in the end game I have about 3-4 lights which are undirected => I will have to use cubic shadow maps there, which results in 24 shadowmaps. If you have additional materials, I would really appretiate your effort of sharing it with me :-)
Mar
31
awarded  Student
Mar
31
asked Shadow map artifacts