13 years, 4 months ago
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13 years, 4 months ago
Yep, I changed it to be 32 bit float and it worked perfectly. I'm going to go through and do some optomization now, but with my computer as it is I can run the algorithm with 25…
13 years, 4 months ago
I've been working on adding SSAO support to my Direct3D10 program, but I'm a bit confused when it comes to using the normal and depth maps to build the occlusion buffer, which i…
13 years, 4 months ago
Hello, I have recently started working on implementing shadows in my rendering engine using shadow mapping with Direct3D10 and HLSL. So far, the algorithm is working nicely, exc…
13 years, 10 months ago
Hello, Could someone explain to me how I could implement SSAO in my Direct3D 10 program? Would it be possible to do all the calculations in one pass? I somewhat understand how t…
14 years ago
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See all in DiscussionsYep, I changed it to be 32 bit float and it worked perfectly. I'm going to go through and do …
13 years, 4 months ago
Thanks for the help! I haven't explicitly done anything to disable blending, but I do not have a blend …
13 years, 4 months ago
Alright, so I've got my UV coordinates for the full screen quad (dividing the SV_Position variable by the screen size), …
13 years, 4 months ago