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Type: Posts; User: JSwigart

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    Hmm, I see the artifacts have something to do...

    Hmm, I see the artifacts have something to do with my z height clamp, although I'm not sure why. The idea is to only accumulate events within a z height tolerance of 16. It's a hard cutoff. I could...
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    Ok so I moved the event data into a floating...

    Ok so I moved the event data into a floating point texture so I could crank up the numbers. Couple oddities.

    1179

    I would have thought that colorization via a fragment shader would not be able...
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    No volumetric field, basically shading the floor...

    No volumetric field, basically shading the floor polygons that players/AI walk on.



    Is the more scaleable approach deferred rendering or is there other alternatives? I am guessing that the...
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    eureka!

    Here the images i wanted to post earlier just to get an idea of my test area.
    http://i41.tinypic.com/30k808w.jpg

    So hey, armed with a bit better understanding from your first post I managed to...
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    grr, it won't let me post an image URL of my test...

    grr, it won't let me post an image URL of my test map.
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    Wow that's a lot of information. I appreciate...

    Wow that's a lot of information. I appreciate your taking the time to respond in such detail. Unfortunately my familiarity with all the terminology of graphics rendering is not all that advanced. I'm...
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    Heat map visualization shader help please

    I don't have a lot of shader programming experience, so I'm trying to do something that will expand my horizons.

    Suppose you had a list of events at various world positions, with an influence...
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