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Posted: Sun Apr 19, 2009 1:30 pm
by devsh
so what do i do?

Posted: Sun Apr 19, 2009 9:20 pm
by devsh
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???

Posted: Mon Apr 20, 2009 8:20 am
by devsh
oh ffffs What Do I do?

Posted: Mon Apr 20, 2009 10:03 am
by devsh
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)

Posted: Mon Apr 20, 2009 11:04 am
by devsh
well i cannot put the depth in the fourth component because it changes alpha and then things blend together

Posted: Mon Apr 20, 2009 6:36 pm
by devsh
I NEED ANSWEARS CMON PPL!

I need 16 bit precision that is only achievable with MRT or FPT.

Posted: Mon Apr 20, 2009 9:56 pm
by Nadro
You can pack 32 data to to R8G8B8A8. Check my Deferred Shading demo for that.

Posted: Mon Apr 20, 2009 10:26 pm
by devsh
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

Posted: Mon Apr 20, 2009 11:05 pm
by hybrid
multi-texture anyone?

Posted: Tue Apr 21, 2009 8:34 am
by devsh
multi -texture??? on render target????

Posted: Tue Apr 21, 2009 12:03 pm
by Nadro
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.

Posted: Tue Apr 21, 2009 12:27 pm
by devsh
right R32F, but your patch does not work!

Posted: Tue May 12, 2009 12:49 am
by 9YkKsvXM
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Posted: Tue May 12, 2009 4:32 pm
by devsh
well I still REALLY need MRTs for DoF cause otherwise I cannot use the transparent render state.

Posted: Tue May 12, 2009 10:42 pm
by 9YkKsvXM
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