I understand thank you! but then, what is the standard way to deal with such problems?
And also, is there any way to debug them ? (e.g: Pix debug pixel + anti aliasing on? (which is not allowed) )
About the T-junction ... you probably mean that the white pixels come from the edge of some 'hidden' triangle with its normal pointing in such a way as to receive maximum light?
Hi guru!
thx a lot for the reply!
No the shader does not really sample anything ..
I was going to try the centroid to see if it makes any difference I will try it ASAP.
As I mentioned, the model comes directly from Blender ... I will have to look for this T-junctions, but why would...
I need your help to explain something to me:
I am using XNA studio and C#.
I have a very simple shader that does very simple diffuse lighting (per pixel).
It works perfectly when I have multi-sampling disabled.
graphics = new GraphicsDeviceManager(this);
graphics.PreferMultiSampling =...
thank you for the explaining it and sorry for not letting go yet.
is not the reason for this the fact that z/w is a function of z^2 as shown in my derivation below? and therefore cannot be interpolated linearly (irrespecitve of perspective correctness?)
or is there another reason?
thx alot for the reply!:!:
the intent behind linear depth was just to have a shot at making linear depth 'work', to use it in later stages when needed.
thx for the tips for precision, they will be useful for me later on.
but to get back at the article? is my analysis correct about the...
I am playing around with shadow maps using xna and C#,
I wrote a shader to debug the depth map, which works ok.
http://img88.imageshack.us/my.php?image=depthmapdebugia8.png
Now I wanted to try implementing a Linear Z depth buffer.
I based myself on the linear z article...