New demo

Deano Calver said:
The SDK Summer update has a compiler flag to do exactly what you want (use partial precision everywhere regardless), D3DXSHADER_PARTIALPRECISION is the name, just pass it into D3DXCompileShader flags parameter and the job is done.

Ah, even simpler. :)
 
I think the shadow of the transparent window looks fantastic and I've never seen this effect before, it's quite nice IMO. And yes I really liked the bumpmapping shadowing effect as well in your last demo, really adds a new level to bumpmapping detail and usefulness.
 
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