13 years, 9 months ago
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13 years, 9 months ago
We're using a 32-bit floating point buffer for the depth. EDIT: Figured it out. We were reconstructing our view matrix from an eye position and a rotation matrix by passing…
13 years, 9 months ago
So I'm using a fairly traditional method for depth reconstruction through a Vertex/Pixel Shader. First, here's the relevant code: VS_FARCLIPVEC VS_RenderScreen( float4 v…
13 years, 9 months ago
I've been working on a fairly complex project which involves rebuilding a graphics engine from DirectX 8 to DirectX 9 for the past few months. We've done great progress…
14 years, 4 months ago
The far clip values can go really high, above 400,000 units (depends on the cascade and the viewer's orientation), while the near clip is determined by scene geometry and us…
13 years, 9 months ago
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See all in DiscussionsWe're using a 32-bit floating point buffer for the depth. EDIT: Figured it out. We were reconstructing our view matrix …
13 years, 9 months ago
The far clip values can go really high, above 400,000 units (depends on the cascade and the viewer's orientation), while …
13 years, 9 months ago
So I'm using a fairly traditional method for depth reconstruction through a Vertex/Pixel Shader. First, here's the relevant code: VS_FARCLIPVEC …
13 years, 9 months ago