Timeline for SSAO issue - surfaces darken based on camera angle
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Jan 24, 2016 at 11:32 | history | tweeted | twitter.com/StackGameDev/status/691221937855565824 | ||
Jan 23, 2016 at 18:05 | history | edited | Yattabyte | CC BY-SA 3.0 |
Final
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Jan 23, 2016 at 16:53 | vote | accept | Yattabyte | ||
Jan 23, 2016 at 13:34 | answer | added | Nils Ole Timm | timeline score: 4 | |
Jan 23, 2016 at 13:10 | comment | added | Nils Ole Timm | Not done looking through it yet. But I noticed a few things. You probably want to normalize your tangent in the geometry shader after making it perpendicular to the normal. Otherwise your tangent and bitangent might now have length 1 at the end. Then in your SSAO shader the comment says you are transforming from tangent to view space. But you are adding it to something sampled from ViewPosMap which seems to be in screen space. | |
Jan 23, 2016 at 6:31 | history | edited | Yattabyte | CC BY-SA 3.0 |
deleted 51 characters in body
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Jan 23, 2016 at 6:06 | history | asked | Yattabyte | CC BY-SA 3.0 |