HLSL problem with divide by homogeneous component
Posted
by
Berend
on Game Development
See other posts from Game Development
or by Berend
Published on 2012-09-18T12:20:43Z
Indexed on
2012/09/18
15:55 UTC
Read the original article
Hit count: 309
When I try to divide my position.z by my position.w in HLSL I get as result always 1.0f or higher. Is this a common problem for some reason? When I divide my position.x or y by the w this works fine. But the divide for the z gives a wrong result. I use the view matrix for my camera and the projection matrix as i use it in the game because I want to create a depthmap from the cameraposition. Can anybody explain what I'm doing wrong? Do I need another view matrix?
© Game Development or respective owner