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devsh
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by devsh » Sun Apr 19, 2009 1:30 pm
so what do i do?
devsh
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by devsh » Sun Apr 19, 2009 9:20 pm
how do I update it myself??
i don't have a clue what that undefined (possibly removed from 1.4.2) function does...
anyway I made a shader that puts the depth in fourth component, but the problem is that i loaded a Quake3 map and i can't get it to display the light maps...
which texture layer is that???
devsh
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by devsh » Mon Apr 20, 2009 8:20 am
oh ffffs What Do I do?
devsh
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by devsh » Mon Apr 20, 2009 10:03 am
well if someone would explain to me what to do about these w functions I would be able to make A depth pass that is able to put 16 bits of precision into the alpha channel (FPT = wonders)
devsh
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by devsh » Mon Apr 20, 2009 11:04 am
well i cannot put the depth in the fourth component because it changes alpha and then things blend together
devsh
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by devsh » Mon Apr 20, 2009 6:36 pm
I NEED ANSWEARS CMON PPL!
I need 16 bit precision that is only achievable with MRT or FPT.
Nadro
Posts: 1648 Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland
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by Nadro » Mon Apr 20, 2009 9:56 pm
You can pack 32 data to to R8G8B8A8. Check my Deferred Shading demo for that.
devsh
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by devsh » Mon Apr 20, 2009 10:26 pm
but i need the RGB channels so unless I have Floating point Texture i am not able to pack 16 or 32 bits of prec into alpha channel
hybrid
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by hybrid » Mon Apr 20, 2009 11:05 pm
multi-texture anyone?
devsh
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by devsh » Tue Apr 21, 2009 8:34 am
multi -texture??? on render target????
Nadro
Posts: 1648 Joined: Sun Feb 19, 2006 9:08 am
Location: Warsaw, Poland
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by Nadro » Tue Apr 21, 2009 12:03 pm
You need 32 bits depth, right? So, You can write it to R32F etc. or pack it to R8G8B8A8 and unpack it in next shader.
devsh
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by devsh » Tue Apr 21, 2009 12:27 pm
right R32F, but your patch does not work!
9YkKsvXM
Posts: 64 Joined: Tue Mar 11, 2008 11:45 pm
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by 9YkKsvXM » Tue May 12, 2009 12:49 am
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Last edited by
9YkKsvXM on Mon Jun 08, 2020 1:21 am, edited 1 time in total.
devsh
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by devsh » Tue May 12, 2009 4:32 pm
well I still REALLY need MRTs for DoF cause otherwise I cannot use the transparent render state.
9YkKsvXM
Posts: 64 Joined: Tue Mar 11, 2008 11:45 pm
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by 9YkKsvXM » Tue May 12, 2009 10:42 pm
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Last edited by
9YkKsvXM on Mon Jun 08, 2020 1:22 am, edited 2 times in total.