12 years, 9 months ago
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Community contributions featured12 years, 9 months ago
The larger frustum on the right was meant to be the camera, the one on the left was for the light. I guess I should have made that more clear The algorithm you desc…
12 years, 9 months ago
I'm trying to implement some of the techniques described in this article for culling objects during shadow map generation. In particular I'm trying to get working the method of…
12 years, 9 months ago
I'm trying to use the ID3D11ShaderReflection API to basically dump all the constant information about my shaders: the location of every variable and every field in every st…
13 years, 3 months ago
I'm looking a shader that is anti-aliasing lines by sampling at the 8 neighbors around each pixel and blending the colors together to smooth out the line. The offsets being…
13 years, 10 months ago
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See all in DiscussionsThe larger frustum on the right was meant to be the camera, the one on the left was for the …
12 years, 9 months ago
I think the part I was missing in the implementation from the article is that the object shadow frustum doesn't …
12 years, 9 months ago
I see. Your algorithm definitely seems more efficient than what I've been working on. I tried to implement what you …
12 years, 9 months ago