Timeline for Scaling and offset problems with screen space reflexion in DX11
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Jun 3, 2022 at 8:16 | vote | accept | philB | ||
May 25, 2022 at 15:05 | history | edited | philB | CC BY-SA 4.0 |
added 547 characters in body
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May 25, 2022 at 15:02 | answer | added | philB | timeline score: 0 | |
May 20, 2022 at 15:06 | comment | added | philB | After many attemps I think my problem comes from the way the Ray is calculated. clearly what i have is only and y-inverted scene. We should reflect with the normal of the object. For the ground it is (0,1,0) in world space. In view space the variaous calculation i found are not working either. AS my view is moving around the scene with angle RotY and at some height should I consider this in the calculation of the reflected ray and how? | |
May 6, 2022 at 11:25 | history | edited | philB | CC BY-SA 4.0 |
added 1176 characters in body; edited title
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May 5, 2022 at 11:14 | history | asked | philB | CC BY-SA 4.0 |