5 years, 4 months ago
Highlights
Switching from DXGI_FORMAT_R16_FLOAT to DXGI_FORMAT_R32_FLOAT solved the issue. Limited floating point precision must have caused it.
5 years, 4 months ago
5 years, 5 months ago
I'm implementing shadow mapping and noticed that the acne not only depends on the angle between the normal and the light (the distance to the contours in the shadow map), but al…
5 years, 5 months ago
I am reading the stencil buffer in my shader with this function: [source] uint MGetStencilValue(float2 inUV){ int x=Viewport.x+inUV.x*(Viewport.y-Viewport.x);  …
11 years, 11 months ago
My mesh vertices are stored this way: [source] D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0,DXGI_FORMAT_R32G32B32_FLOAT, 0,0, &…
11 years, 11 months ago
Latest Activity
See all in Discussions Switching from DXGI_FORMAT_R16_FLOAT to DXGI_FORMAT_R32_FLOAT solved the issue. Limited floating point precision must have caused it.
5 years, 4 months ago
Thank you for your answer. Yes, I'm using DX11. The shadow map texture format is DXGI_FORMAT_R16_FLOAT and the far clipping …
5 years, 5 months ago
I'm implementing shadow mapping and noticed that the acne not only depends on the angle between the normal and the …
5 years, 5 months ago