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S1ngular
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S1ngular
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Yesterday,
11:46 AM
S1ngular
replied to a thread
deferred spotlight shadow map value issues
in
OpenGL coding: advanced
that is disappointing. i thought you will point out some obvious mistake i made. i can't find any differences in math between shadow mapping and...
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7 replies | 410 view(s)
01-01-2013,
10:05 PM
S1ngular
replied to a thread
deferred spotlight shadow map value issues
in
OpenGL coding: advanced
ok, i've done it. real problem for me was the fact that i lost W component at some point, replacing it with 1.0 and trying to treat it like linear...
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7 replies | 410 view(s)
12-31-2012,
09:48 PM
S1ngular
replied to a thread
deferred spotlight shadow map value issues
in
OpenGL coding: advanced
ok, it's my fault. i made you confused because i forgot to rename some variables. here's corrected fragment program part for shadows: float zfar...
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7 replies | 410 view(s)
12-31-2012,
12:25 AM
S1ngular
replied to a thread
deferred spotlight shadow map value issues
in
OpenGL coding: advanced
mmkay... as i've suspected, the problem is depth gathered by shadow2DProj for comparison is non-linear. so i try it like that: float...
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7 replies | 410 view(s)
12-30-2012,
01:02 PM
S1ngular
started a thread
deferred spotlight shadow map value issues
in
OpenGL coding: advanced
hello, i would like some fresh ideas to help solve my issue. so i have engine with deferred rendering, i already have implemented point lights...
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7 replies | 410 view(s)
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