Good good, I was fishing for some jargon terms for which to search withWhat this does sound like is what I've seen called "Deferred Shadows", "Shadow Collector", or "Screen-space Shadow Mask".
I remember searching around for antialiasing techniques for ages until I found the right name for what I wanted (I think it's called morphological??) but unfortunately I could not find any public code (for preprocessing purposes) and the one or two papers was really terse so it would have been a major project to roll from scratch. I'd hoped GIMP would have a filter but it's AA was just a mindless kernel. My goal actually there is to generate perfect alpha test contours which I am pretty sure is possible but I've never seen it in a new game (the grass billboards and such are always bumpy up close)
Point is knowing the right code words goes a long way.
Right. Except I said shadows because the Z buffer is already initialized wherever a shadow exists going into the second phase. And if a pixel is already in front of (or on) the shadow then the test is moot but would probably have to be done anyway.I'm guessing by this you don't mean behind the shadows, but behind the nearest opaque fragment, which is where the occlusion field (shadows) is sampled. (?)
Last edited by michagl; 09-17-2012 at 08:01 PM. Reason: kRogue quote
God have mercy on the soul that wanted hard decimal points and pure ctor conversion in GLSL.
Just look at the videos.. but in a nutshell, a portal is a connection between two places, ala the game Portal. The thing I made had the light travel through the portals casting light volumes to get lighting correct...Out of curiosity. Is the portal here like a magic portal? Or is it like how light enters a room through a doorway even though the source is around the corner?