[DiscordArchive] <@!250706991515828224> could you please point me to how you handle projective texture rendering in y
[DiscordArchive] <@!250706991515828224> could you please point me to how you handle projective texture rendering in y
Archived author: Skarn • Posted: 2020-05-04T11:03:10.210000+00:00
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we don't really have to do what they do for this
Archived author: Skarn • Posted: 2020-05-04T11:03:13.968000+00:00
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the result should be the same
Archived author: Skarn • Posted: 2020-05-04T11:03:54.614000+00:00
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I am just thinking there should be a more efficient way on rendering these rather than calculating triangle intersections
Archived author: Skarn • Posted: 2020-05-04T11:08:45.111000+00:00
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yep, as I expected there is this pure-shader implementation https://community.khronos.org/t/screen-s...ding/73196
[Embed: Screen space decal blending]
Hi, I have small system to render decals in my program. The pipeline is as follows: -bind gbuffer (framebuffer) -render scene -bind default framebuffer -render scene -render box the box is used to draw the decal, using depth information from the g-buffer pass. What I’m d...
https://community.khronos.org/t/screen-s...ding/73196
Archived author: Skarn • Posted: 2020-05-04T11:08:56.512000+00:00
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based on the content of framebuffer
Archived author: Deamon • Posted: 2020-05-04T11:11:58.925000+00:00
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yeah... though for blizz, it's not a box. their projectives have real geometry
Archived author: Deamon • Posted: 2020-05-04T11:12:05.587000+00:00
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(dont ask me why. idk)
Archived author: Skarn • Posted: 2020-05-04T11:12:16.985000+00:00
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that does make sense
Archived author: Skarn • Posted: 2020-05-04T11:12:34.191000+00:00
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ugh, actually it does not
Archived author: Skarn • Posted: 2020-05-04T11:12:41.142000+00:00
Original source
but whatever, I will need to project vertices