Alright, I figured out my issues. I was transforming the depth coord in the fragment shader to the 0-1 range, even though I was already doing that. And my precision issue at distance is caused by the...
Type: Posts; User: MagnumOpus
Alright, I figured out my issues. I was transforming the depth coord in the fragment shader to the 0-1 range, even though I was already doing that. And my precision issue at distance is caused by the...
I did that, actually quite a few times over the course of this. I've been banging my head against this wall for a while, I went through numerous revisions back to the old PCF filtered method, which...
Thanks for your response. I use RGBA16_ARB as the internal format, so when I store the moments I have to encode them in the 4 components, and later when I use them I have to restore it. This can't be...
Hey.
I'm asking for help with my implementation of variance shadow mapping. I'm using Cg to compile down to ARB shaders, and almost everything seems to be working fine, apart from some fine-tuning...
So I searched all over the internet for this, and haven't found many answers. I'm using ARB shaders in my code for pure convenience, I don't work much with more expensive shading and for...
Yeah, I really need to get rid of this old system, but until lately it wasn't a problem, since I barely played any new games and I mostly just modded GoldSrc as a hobby, but now that I experimented...
Alright, I've been doing tests, and came to the conclusion that my video card is absolute junk. I've been trying everything to get this problem fixed, but not even running the exact same drawing...
Thanks for the fast reply. I wrote all of my shaders in ARBfp1.0/ARBvp1.0 and I load all of them straight from the code at initialization. I don't think ARBfp/vp the issue, as I am having the same...
Hey there, I'd like to ask for your help.
I'm encountering a rather odd phenomena with my shaders. I noticed it first that sometimes, the game I worked on had been randomly lagging up, when I'd...