Search Results

Search found 1380 results on 56 pages for 'texture atlas'.

Page 24/56 | < Previous Page | 20 21 22 23 24 25 26 27 28 29 30 31  | Next Page >

  • XNA 2D Spritesheet drawing rendering problem

    - by user24092
    I'm making a tile-based game, using one spritesheet containing all tile graphics. Each tile has a size of 32x32 pixels. The main problem is: when I draw the tile to the screen, if the tile position x and y are not rounded or if scale is activated in spriteBatch.Draw() method (scale != 1.0f), I get some lines of adjacent tiles on the spritesheet into the current tile drawed. I already tried setting SamplerState to PointClamp, removing AntiAlias, but still doesn't work. Here I'll show images of some tests that I made, with a test sprite sheet that I've created (I made a 9x9 spritesheet, with each sprite of size 32x32 containing a unique solid color). Tests: http://img6.imageshack.us/img6/5946/testsqj.png SpriteSheet used: http://imageshack.us/a/img821/1341/tilesm.png Already tried to remove anti-alias, set PointClamp as sampler state, but still getting this issue, XNA keeps drawing part of the adjacent pixels of the texture on the screen. What I want is to get the correct area of the tilesheet texture (as seen in the first test, that gets just the yellow pixels). My question is: Is there any way that I can fix this, WITHOUT adding tile spacing or any other modification involving the tilesheet? Maybe disabling a texture filtering that is done by XNA, or something like that.

    Read the article

  • How can I draw crisp per-pixel images with OpenGL ES on Android?

    - by Qasim
    I have made many Android applications and games in Java before, however I am very new to OpenGL ES. Using guides online, I have made simple things in OpenGL ES, including a simple triangle and a cube. I would like to make a 2D game with OpenGL ES, but what I've been doing isn't working quite so well, as the images I draw aren't to scale, and no matter what guide I use, the image is always choppy and not the right size (I'm debugging on my Nexus S). How can I draw crisp, HD images to the screen with GL ES? Here is an example of what happens when I try to do it: And the actual image: Here is how my texture is created: //get id int id = -1; gl.glGenTextures(1, texture, 0); id = texture[0]; //get bitmap Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ball); //parameters gl.glBindTexture(GL10.GL_TEXTURE_2D, id); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); //crop image mCropWorkspace[0] = 0; mCropWorkspace[1] = height; mCropWorkspace[2] = width; mCropWorkspace[3] = -height; ((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D, GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);

    Read the article

  • Heightmap and Textures

    - by Robert
    Im trying to find the "best way" to apply a texture to a heightmap with opengl 3.x. Its really hard to find something on google because tutorials are olds and they're all using different methods, im really lost and i dont know what to use at all. Here is my code that generates the heightmap (its basic) float[] vertexes = null; float[] textureCoords = null; for(int x = 0; x < this.m_size.width; x++) { for(int y = 0; y < this.m_size.height; y++) { vertexes ~= [x, 1.0f, y]; textureCoords ~= [cast(float)x / 50, cast(float)y / 50]; } } As you can see, i dont know how to apply the texture at all (i was using / 50 for my tests). Result of that code : I would like to have something very basic like : (you can find more pics in his blog) Edit : my texture size is 1024x1024.

    Read the article

  • libgdx loading textures fails [duplicate]

    - by Chris
    This question already has an answer here: Why do I get this file loading exception when trying to draw sprites with libgdx? 4 answers I'm trying to load my texture with playerTex = new Texture(Gdx.files.internal("player.jpg")); player.jpg is located under my-gdx-game-android/assets/data/player.jpg I get an exception like this: Full Code: @Override public void create() { camera = new OrthographicCamera(); camera.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); batch = new SpriteBatch(); FileHandle file = Gdx.files.internal("player.jpg"); playerTex = new Texture(file); player = new Rectangle(); player.x = 800-20; player.y = 250; player.width = 20; player.height = 80; } @Override public void dispose() { // dispose of all the native resources playerTex.dispose(); batch.dispose(); } @Override public void render() { Gdx.gl.glClearColor(1, 1, 1, 1); Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT); camera.update(); batch.setProjectionMatrix(camera.combined); batch.begin(); batch.draw(playerTex, player.x, player.y); batch.end(); if(Gdx.input.isKeyPressed(Keys.DOWN)) player.y -= 50 * Gdx.graphics.getDeltaTime(); if(Gdx.input.isKeyPressed(Keys.UP)) player.y += 50 * Gdx.graphics.getDeltaTime(); }

    Read the article

  • Proper way to encapsulate a Shader into different modules

    - by y7haar
    I am planning to build a Shader system which can be accessed through different components/modules in C++. Each component has its own functionality like transform-relevated stuff (handle the MVP matrix, ...), texture handler, light calculation, etc... So here's an example: I would like to display an object which has a texture and a toon shading material applied and it should be moveable. So I could write ONE shading program that handles all 3 functionalities and they are accessed through 3 different components (texture-handler, toon-shading, transform). This means I have to take care of feeding a GLSL shader with different uniforms/attributes. This implies to know all necessary uniform locations and attribute locations, that the GLSL shader owns. And it would also necessary to provide different algorithms to calculate the value for each input variable. Similar functions would be grouped together in one component. A possible way would be, to wrap all shaders in a own definition file written in JSON/XML and parse that file in C++ to get all input members and create and compile the resulting GLSL. But maybe there is another way that is not so complex? So I'm searching for a way to build a system like that, but I'm not sure yet which is the best approach.

    Read the article

  • GLSL custom interpolation filter

    - by Cyan
    I'm currently building a fragment shader which is using several textures to render the final pixel color. The textures are not really textures, they are in fact "input data" to be used in the formula to generate the final color. The problem I've got is that the texture are getting bi-linear-filtered, and therefore the input data as well. This results in many unwanted side-effects, especially when final rendered texture is "zoomed" compared to original resolution. Removing the side effect is a complex task, and only result in "average" rendering. I was thinking : well, all my problems seems to come from the "default" bi-linear filtering on these input data. I can't move to GL_NEAREST either, since it would create "blocky" rendering. So i guess the better way to proceed is to be fully in charge of the interpolation. For this to work, i would need the input data at their "natural" resolution (so that means 4 samples), and a relative position between the sampled points. Is that possible, and if yes, how ? [EDIT] Since i started this question, i found this internet entry, which seems to (mostly) answer my needs. http://www.gamerendering.com/2008/10/05/bilinear-interpolation/ One aspect of the solution worry me though : the dimensions of the texture must be provided in an argument. It seems there is no way to "find this information transparently". Adding an argument into the rendering pipeline is unwelcomed though, since it's not under my responsibility, and translates into adding complexity for others.

    Read the article

  • Create a Texture2D from larger image

    - by Dialock
    I am having trouble with the basic logic of this solution: Xna: Splitting one large texture into an array of smaller textures in respect to my specific problem (specifically, I'm looking at the second answer.) How can I use my source rectangle that I already use for drawing to create a new Texture2D? spriteBatch.Draw(CurrentMap.CollisionSet, currentMap.CellScreenRectangle(x, y), CurrentMap.TileSourceRectangle(currentMap.MapCells[x, y].TileDepths[4]), Color.FromNonPremultiplied(0,0,0, 45), 0.0f, Vector2.Zero, SpriteEffects.None, 0.91f); I know I want a method that I started so: //In Update Method of say the player's character. Texture2D CollisionTexture = ExtractTexture(MapManager.CurrentMap.CollisionSet, MapManager.TileWidth, MapManager.TileHeight); // In MapManager Class who knows everything about tiles that make up a level. public Texture2D ExtractTexture(Texture2D original, int partWidth, int partheight, MapTile mapCell) { var dataPerPart = partWidth * partheight; Color[] originalPixelData = new Color[original.Width * original.Height]; original.GetData<Color>(originalPixelData); Color[] newTextureData = new Color[dataPerPart]; original.GetData<Color>(0, CurrentMap.TileSourceRectangle(mapCell.TileDepths[4]), originalPixelData, 0, originalPixelData.Count()); Texture2D outTexture = new Texture2D(original.GraphicsDevice, partWidth, partheight); } I think the problem is I'm just not understanding the overload of Texture2D.GetData< Part of my concern is creating an array of the whole texture in the first place. Can I target the original texture and create an array of colors for copying based on what I already get from the method TileSourceRecatangle(int)?

    Read the article

  • How to handle class dependency with interfaces and implementatons

    - by lealand
    I'm using ObjectAid with Eclipse to generate UML class diagrams for my latest Java project, and I currently have a handful of situations like this, where I have a dependency between two interfaces, as well as one of the implementations of one of the interfaces. Here, foo is the graphics library I'm using. In the previous example, FooCanvas draws ITexture objects to the screen, and both FooCanvas and its interface, ICanvas, take ITexture objects as arguments to their methods. The method in the canvas classes which cause this dependency is the following: void drawTexture(ITexture texture, float x, float y); Additionally, I tried a variation on the method signature using Java's generics: <T extends ITexture> void drawTexture(T texture, float x, float y); The result of this was a class diagram where the only dependencies where between the interfaces and the implementing classes, and no dependency by a canvas object on a texture. I'm not sure if this is more ideal or not. Is the dependency of both the interface and implementation on another interface an expected pattern, or is it typical and/or possible to keep the implementation 'isolated' from its interfaces dependencies? Or is the generic method the ideal solution?

    Read the article

  • How do I define an nmake macro from command line output?

    - by Mike Atlas
    I'd like to capture the output from a tool from the command line into an nmake macro. If this were a normal command line script, it would look like this: > MyTool.exe > output.txt > set /P MyVariable=<output.txt > echo %MyVariable% However, I can't seem to find anything relevant in the nmake doc on macros that is relevant. There is scant text on the web on nmake, unfortunately... This is basically what I'd like to do, though: target: @call MyTool.exe > output.txt # This doesn't work in .mak, unfortunately. Help! @MyVariable=<output.txt @echo $(MyVariable)

    Read the article

  • OutOfMemoryError calling XmlSerializer.Deserialize() - not related to XML size!

    - by Mike Atlas
    This is a really crazy bug. The following is throwing an OutOfMemoryException, for XML snippits that are very short (e.g., <ABC def='123'/>) of one type, but not for others of the same size but a different type: (e.g., <ZYX qpr='baz'/>). public static T DeserializeXmlNode<T>(XmlNode node) { try { return (T)new XmlSerializer(typeof(T)) .Deserialize(new XmlNodeReader(node)); } catch (Exception ex) { throw; // just for catching a breakpoint. } } I read in this MSDN article that if I were using XmlSerializer with additional parameters in the constructor, I'd end up generating un-cached serializer assemblies every it got called, causing an Assembly Leak. But I'm not using additional parameters in the constructor. It also happens on the first call, too, so the AppDomain is fresh. Worse yet, it is only thrown in release builds, not debug builds. What gives?

    Read the article

  • How do I use IIS6 style metabase paths in IIS7 AppCmd tool?

    - by Mike Atlas
    I'm currently in the process of upgrading old II6 automation scripts that use the IISVdir tool to create/modify/update apps and virtual directories, and replacing them with AppCmd for IIS7. The IIS6, "IISVDir" commands reference paths in that are from the metabase, eg, "/W3SVC/1/ROOT/MyApp" - where 1 is ID of the "Default Web Site" site. The command doesn't actually require the display name of the site to make changes to it. This works well, since on a different language OS, the "Default Web Site" site name could be named, for example, "??? Web ???" or anything else for that matter. But this flexibility is lost if AppCmd can only reference "Default Web Site" via its name, and not a language-neutral identifier. So, how can I script AppCmd to refer to sites, vdirs and apps using language neutral identifiers to reference the "Default App Site"? Perhaps I need to start creating my own site instead, from the start, and name it something else specific, and stop using "Default Web Site" as the root? (Disclosure: I only have a IIS7-English machine that I am working on currently, but I have both IIS6-English and IIS6-Japanese machines for testing my old scripts - so perhaps it really is just "Default Web Site" still on Win2k8-Japanese?)

    Read the article

  • Instance caching in Objective C

    - by zoul
    Hello! I want to cache the instances of a certain class. The class keeps a dictionary of all its instances and when somebody requests a new instance, the class tries to satisfy the request from the cache first. There is a small problem with memory management though: The dictionary cache retains the inserted objects, so that they never get deallocated. I do want them to get deallocated, so that I had to overload the release method and when the retain count drops to one, I can remove the instance from cache and let it get deallocated. This works, but I am not comfortable mucking around the release method and find the solution overly complicated. I thought I could use some hashing class that does not retain the objects it stores. Is there such? The idea is that when the last user of a certain instance releases it, the instance would automatically disappear from the cache. NSHashTable seems to be what I am looking for, but the documentation talks about “supporting weak relationships in a garbage-collected environment.” Does it also work without garbage collection? Clarification: I cannot afford to keep the instances in memory unless somebody really needs them, that is why I want to purge the instance from the cache when the last “real” user releases it. Better solution: This was on the iPhone, I wanted to cache some textures and on the other hand I wanted to free them from memory as soon as the last real holder released them. The easier way to code this is through another class (let’s call it TextureManager). This class manages the texture instances and caches them, so that subsequent calls for texture with the same name are served from the cache. There is no need to purge the cache immediately as the last user releases the texture. We can simply keep the texture cached in memory and when the device gets short on memory, we receive the low memory warning and can purge the cache. This is a better solution, because the caching stuff does not pollute the Texture class, we do not have to mess with release and there is even a higher chance for cache hits. The TextureManager can be abstracted into a ResourceManager, so that it can cache other data, not only textures.

    Read the article

  • How do I define nmake macro from command line output?

    - by Mike Atlas
    I'd like to capture the output from a tool from the command line into an nmake macro. If this were a normal command line script, it would look like this: > MyTool.exe > output.txt > set /P MyVariable=<output.txt > echo %MyVariable% However, I can't seem to find anything relevant in the nmake doc on macros that is relevant. This is basically what I'd like to do, though: target: @call MyTool.exe > output.txt # This doesn't work in .mak, unfortunately. Help! @MyVariable=<output.txt

    Read the article

  • Barcode reading method?

    - by Atlas
    I recently acquired a Metrologic Barcode scanner (USB port), as everyone already knows it works as a keyboard emulator out of the box. Now my question, how do I configure the scanner and my application, so that my app can process the barcode data directly. That is, I don't want the user to focus on a "Text field" and then process the data when the KeyPress event fires.

    Read the article

  • Regex for zeroing in on build output text error

    - by Mike Atlas
    I'd like to quickly hone in on what failed in a build log output that is nearly 5k lines long, using Notepad++ as my editor for the file. Notepad++ has the nice ability to specify regular expressions, so I am wondering if there is a way to not match: Compile complete -- 0 errors, 0 warnings but to match, for example: Compile complete -- 1 errors, 0 warnings Compile complete -- 100 errors, 0 warnings where the match would be (1 or more) errors. If this isn't possible, I will probably just write a quick line-by-line parsing tool instead, but I was hoping someone on StackOverflow could whip out a regular expression in the same amount of time - I'm definitely not proficient enough with regular expressions to be able to write one for my needs in a short amount of time.

    Read the article

  • Firebird 2.1 + EXISTS = query bug?

    - by Atlas
    Using Delphi 2009 + Firebird 2.1.3. Database is ODS 11.1, default char set is UTF8. My prepared query is as follows: SELECT a.po_id, a.po_no FROM purchase_order a WHERE EXISTS (SELECT 1 FROM sales_order_item z1 JOIN purchase_order_item z2 ON z2.so_item_id = z1.so_item_id AND z2.po_id = a.po_id WHERE z1.so_id = :soid) ORDER BY a.po_no Now when I loop this say 1000 times because I have 1000 x so_id, the CPU usage get at 100% for FBSERVER.EXE Anyone encountered this problem?

    Read the article

  • What to do with "Default Web Site" on a Japanese OS? (E.G: ??? Web ???)

    - by Mike Atlas
    I'm currently in the process of upgrading old II6 automation scripts that use the iisvdir tool to create/modify/update apps and virtual directories. The IIS6 "iisvdir" commands reference paths in IIS6 that are from the metabase, eg, "/W3SVC/1/ROOT/MyApp" - where 1 is the "Default" website. The command doesn't actually require the display name of the site to make changes to it. With an English OS, the "Default Web Site" site name is fine for usage in AppCmd, but if the OS is Japanese, it will be named: "??? Web ???" So how can I script AppCmd to refer to sites, vdirs and apps using language neutral identifiers to reference the "Default App Site"? (Disclosure: I only have a IIS7-English machine that I am working on currently, but I have both IIS6-English and IIS6-Japanese machines for testing my old scripts - so perhaps it really is just "Default Web Site" still on Win2k8-Japanese?)

    Read the article

  • Same SCSI drive appears multiple times on the controller list

    - by ohad
    Hi, I have an Adaptec AHA-2940UW SCSI adapter, to which I connected a single Atlas 10K III drive (and nothing more). When my computer loads up, the pre-OS Adaptec screen shows (I believe this is called the POST screen), where I can see the Atlas drive listed many times (i.e. with ID0, ID1, ... ID5, ID7, ID8,...,ID15 [ID6 is the adapter itself]) Using the same HD on an Adaptec AHA-2940UB the disk only shows once Since my OS hasn't been installed yet, I'm not sure if this is a problem (I would guess it is), and if so - how to solve it. Termination and multiple LUNs come mind, but the cable provides termination and I don't see why a hard drive would request multiple LUNs, especially considering it is not jumpered at all, and multuple LUN support is disabled in the Adaptec controller BIOS (via the SCSISelect utility) Thank you

    Read the article

  • Firefox location bar search: odd behaviour with Comodo firewall

    - by JNat
    I recently installed Comodo firewall, and it changed the behaviour of my Firefox location bar. I used to type something there and it either redirected me to a google search page or it actually redirected me to the site I wanted at once: If I typed 'imdb cloud atlas' it would redirect me to IMDB's page on Cloud Atlas, and the same would happen if I typed 'wiki' or 'wikipedia', redirecting me to Wikipedia's page on it. Now, it redirects me here. I checked this page and everything is according to what they describe, yet it doesn't seem to act the way it should. And there are no Comodo add-ons or extensions installed on Firefox. Can anyone help me?

    Read the article

  • Unity3D and Texture2D. GetPixel returns wrong values

    - by Heisenbug
    I'm trying to use Texture2D set and get colors, but I encountered a strange behavior. Here's the code to reproduce it: Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false); Color col = new Color(1.0f,0.5f,1.0f,0.5f); //col values: 1.00, 0.500, 1.00, 0.500 tex.setPixel(0,0,col); Color colDebug = tex.getPixel(0,0); //col values: 1.00, 0.502, 1.00, 0.502 The Color retrieved with getPixel is different from the Color set before. I initially thought about float approximation, but when inspectin col the value stored are correct, so can't be that reason. It sounds weird even a sampling error because the getValue returns a value really similar that not seems to be interpolated with anything else. Anyway I tried even to add these lines after building the texture but nothing change: this.tex.filterMode = FilterMode.Point; this.tex.wrapMode = TextureWrapMode.Clamp; this.tex.anisoLevel = 1; What's my mistake? What am I missing? In addition to that. I'm using tex to store Rect coordinates returned from atlas generation, in order to be able of retriving the correct uv coordinate of an atlas inside a shader. Is this a right way to go?

    Read the article

  • CERN Announces the Discovery of a Higgs-Boson-like Particle

    - by Jason Fitzpatrick
    CERN scientists dropped a press release today indicating they’ve found a particle consistent with the long sought after Higgs Boson particle–the “God” particle, that could help radically refine our understanding of Standard Model of Particle Physics. For years scientists at CERN have been harnessing the power of the Large Hadron Collider to answer fundamental questions about the nature of particles and the universe around us. In the above video John Ellis, a theoretical physicist, answers the question “What is the Higgs Boson?” The video pairs nicely with the CERN press release: “We observe in our data clear signs of a new particle, at the level of 5 sigma, in the mass region around 126 GeV. The outstanding performance of the LHC and ATLAS and the huge efforts of many people have brought us to this exciting stage,” said ATLAS experiment spokesperson Fabiola Gianotti, “but a little more time is needed to prepare these results for publication.” “The results are preliminary but the 5 sigma signal at around 125 GeV we’re seeing is dramatic. This is indeed a new particle. We know it must be a boson and it’s the heaviest boson ever found,” said CMS experiment spokesperson Joe Incandela. “The implications are very significant and it is precisely for this reason that we must be extremely diligent in all of our studies and cross-checks.” “It’s hard not to get excited by these results,” said CERN Research Director Sergio Bertolucci. “ We stated last year that in 2012 we would either find a new Higgs-like particle or exclude the existence of the Standard Model Higgs. With all the necessary caution, it looks to me that we are at a branching point: the observation of this new particle indicates the path for the future towards a more detailed understanding of what we’re seeing in the data.” How to Use an Xbox 360 Controller On Your Windows PC Download the Official How-To Geek Trivia App for Windows 8 How to Banish Duplicate Photos with VisiPic

    Read the article

  • Ambient occlusion shader just shows models as all white

    - by dvds414
    Okay so I have this shader for ambient occlusion. It loads to world correctly, but it just shows all the models as being white. I do not know why. I am just running the shader while the model is rendering, is that correct? or do I need to make a render target or something? If so then how? I'm using C++. Here is my shader: float sampleRadius; float distanceScale; float4x4 xProjection; float4x4 xView; float4x4 xWorld; float3 cornerFustrum; struct VS_OUTPUT { float4 pos : POSITION; float2 TexCoord : TEXCOORD0; float3 viewDirection : TEXCOORD1; }; VS_OUTPUT VertexShaderFunction( float4 Position : POSITION, float2 TexCoord : TEXCOORD0) { VS_OUTPUT Out = (VS_OUTPUT)0; float4 WorldPosition = mul(Position, xWorld); float4 ViewPosition = mul(WorldPosition, xView); Out.pos = mul(ViewPosition, xProjection); Position.xy = sign(Position.xy); Out.TexCoord = (float2(Position.x, -Position.y) + float2( 1.0f, 1.0f ) ) * 0.5f; float3 corner = float3(-cornerFustrum.x * Position.x, cornerFustrum.y * Position.y, cornerFustrum.z); Out.viewDirection = corner; return Out; } texture depthTexture; texture randomTexture; sampler2D depthSampler = sampler_state { Texture = <depthTexture>; ADDRESSU = CLAMP; ADDRESSV = CLAMP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; sampler2D RandNormal = sampler_state { Texture = <randomTexture>; ADDRESSU = WRAP; ADDRESSV = WRAP; MAGFILTER = LINEAR; MINFILTER = LINEAR; }; float4 PixelShaderFunction(VS_OUTPUT IN) : COLOR0 { float4 samples[16] = { float4(0.355512, -0.709318, -0.102371, 0.0 ), float4(0.534186, 0.71511, -0.115167, 0.0 ), float4(-0.87866, 0.157139, -0.115167, 0.0 ), float4(0.140679, -0.475516, -0.0639818, 0.0 ), float4(-0.0796121, 0.158842, -0.677075, 0.0 ), float4(-0.0759516, -0.101676, -0.483625, 0.0 ), float4(0.12493, -0.0223423, -0.483625, 0.0 ), float4(-0.0720074, 0.243395, -0.967251, 0.0 ), float4(-0.207641, 0.414286, 0.187755, 0.0 ), float4(-0.277332, -0.371262, 0.187755, 0.0 ), float4(0.63864, -0.114214, 0.262857, 0.0 ), float4(-0.184051, 0.622119, 0.262857, 0.0 ), float4(0.110007, -0.219486, 0.435574, 0.0 ), float4(0.235085, 0.314707, 0.696918, 0.0 ), float4(-0.290012, 0.0518654, 0.522688, 0.0 ), float4(0.0975089, -0.329594, 0.609803, 0.0 ) }; IN.TexCoord.x += 1.0/1600.0; IN.TexCoord.y += 1.0/1200.0; normalize (IN.viewDirection); float depth = tex2D(depthSampler, IN.TexCoord).a; float3 se = depth * IN.viewDirection; float3 randNormal = tex2D( RandNormal, IN.TexCoord * 200.0 ).rgb; float3 normal = tex2D(depthSampler, IN.TexCoord).rgb; float finalColor = 0.0f; for (int i = 0; i < 16; i++) { float3 ray = reflect(samples[i].xyz,randNormal) * sampleRadius; //if (dot(ray, normal) < 0) // ray += normal * sampleRadius; float4 sample = float4(se + ray, 1.0f); float4 ss = mul(sample, xProjection); float2 sampleTexCoord = 0.5f * ss.xy/ss.w + float2(0.5f, 0.5f); sampleTexCoord.x += 1.0/1600.0; sampleTexCoord.y += 1.0/1200.0; float sampleDepth = tex2D(depthSampler, sampleTexCoord).a; if (sampleDepth == 1.0) { finalColor ++; } else { float occlusion = distanceScale* max(sampleDepth - depth, 0.0f); finalColor += 1.0f / (1.0f + occlusion * occlusion * 0.1); } } return float4(finalColor/16, finalColor/16, finalColor/16, 1.0f); } technique SSAO { pass P0 { VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } }

    Read the article

< Previous Page | 20 21 22 23 24 25 26 27 28 29 30 31  | Next Page >