A shadowmapping technique that takes transparent surfaces into account.
Enjoy
http://esprit.campus.luth.se/~humus/
Enjoy
http://esprit.campus.luth.se/~humus/
Personally, I found the beta ATI ones to be quite useful and has been eating up considerable amount of my time (both good and bad).Humus said:Until we see official glslang driver support...
sonix666 said:Hey Humus, nice demo. However, I personally like the self shadowing bumpmapping demo better. The self shadowing does add real depth an usefullness to the bumpmapping. Could you do me a favor and could you implement toggling between normal bumpmapping and bumpmapping with self shadowing? That way I can really see the difference.
Reverend said:Personally, I found the beta ATI ones to be quite useful and has been eating up considerable amount of my time (both good and bad).Humus said:Until we see official glslang driver support...
sonix666 said:Hey Humus, nice demo. However, I personally like the self shadowing bumpmapping demo better. The self shadowing does add real depth an usefullness to the bumpmapping. Could you do me a favor and could you implement toggling between normal bumpmapping and bumpmapping with self shadowing? That way I can really see the difference.
Humus said:A shadowmapping technique that takes transparent surfaces into account.
Enjoy
http://esprit.campus.luth.se/~humus/
Humus said:Nah, I think the driver already implements that functionality
Seriously though, maybe I will, though that would require that I can change the HLSL code on the fly. Maybe do a string replace from "float" to "half". It can be done, though it's not top priority right now. I'm going to improve the HLSL loading code to not just use ps_2_0 always like it does now, but use the highest available for the hardware, so then the GFFX could use ps_2_a and maybe gain a little in performance.
Humus said:... that would require that I can change the HLSL code on the fly. Maybe do a string replace from "float" to "half".
Humus said:Nah, I think the driver already implements that functionality
Seriously though, maybe I will, though that would require that I can change the HLSL code on the fly. Maybe do a string replace from "float" to "half". It can be done, though it's not top priority right now. I'm going to improve the HLSL loading code to not just use ps_2_0 always like it does now, but use the highest available for the hardware, so then the GFFX could use ps_2_a and maybe gain a little in performance.
Hyp-X said:#define is your friend. You can pass defines to D3DXCompileShader so you don't have to change the code at all.