Shadow map save as texture

http://www.gamedev.net/community/forums/topic.asp?topic_id=180931
當first pass做好的shadow map它的格式可能為R32F,應該要轉成ARGB8的格式才能被儲存。

http://www.gamedev.net/community/forums/topic.asp?topic_id=534392&whichpage=1&#3453499

告訴我,dx9並沒有辦法直接透過surface去取得depth texture(xbox360好像可以辦到),除非是Nvidia的PCF,或是ATI的Fetch4,但是這兩種方法都會造成d3d debug runtime invaild。

http://www.gamedev.net/community/forums/topic.asp?topic_id=566495
這邊說到OpenGL可以透過FBO取得depth texture,但是D3D要到10.0之後才支援這項功能,最後提到了如果要cross不同API還是做R32F的color texture。

目前最單純又cheap的方法還是用R32F的color map。

http://developer.nvidia.com/object/hwshadowmap_paper.html

Hardware Shadow mapping - Nvidia

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