If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Registered
Join Date: Oct 2008
Posts: 1
|
Best Deferred value storage practices in shader model at least 3.0 I have read starcraft2 paper that suggests to use VPOS to get rid of some division when getting world position form view...
I'm using 16-bit floating point render targets for everything, through it introduced slight frame rate drop (was on 8-bit before) Now im trying to figure out stuff i don't actually know to well right now like best practices or some suggestions on storing depth/position and renewing position from stored depth, also i can get depth in ton of ways, currently its worldPosition.z / worldPosition.w; And that i guess gives me some non-linear, depth, ranging form 0.0 to 1.0? Any suggestions welcome! |
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|