10ย years, 7ย months ago
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Community contributions featuredNUI data is 16 bits with 3 reserved bits for player masks. I.e., the conversion looks like: (((unsigned short*)depthPixels)[(((i * depthWidth)+j))] >> 3) Which meanโฆ
10ย years, 7ย months ago
10ย years, 7ย months ago
I have been working with geometry shaders and triangles with adjacency for a number of years. I only just had the case where I want to detect boundaries (-1 in indices 1, 3, 5,โฆ
10ย years, 8ย months ago
Please delete. Sorry. (Duplicate was posted due to slow network and impatience).
10ย years, 8ย months ago
I've recently released an image based lighting baker for physically based rendering to generate preconvonvolved specular cube maps (computed against a user specified brdf) usingโฆ
11ย years, 10ย months ago
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See all in DiscussionsNUI data is 16 bits with 3 reserved bits for player masks. I.e., the conversion looks like: (((unsigned short*)depthPixels)[(((i * โฆ
10ย years, 7ย months ago
I finally found some time to check on this. For the curious: My assumption that -1 was being set for โฆ
10ย years, 7ย months ago
You can grab the index in the vertex shader with SV_VertexID and pass it along. Maybe that helps. Interesting โฆ
10ย years, 8ย months ago