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Query Failed
Gendolf
Monday, October 9, 2006
Not work on Sapphire X800GT 256mb (agp)

Humus
Monday, October 9, 2006
It's a 8bit cubemap, so yes, that's 8bit depth, but it's linear, unlike regular shadow mapping, so that compensates a bit for the lack of precision. Plus most lights are quite short range.
lVec is the unnormalized value, so the dot returns the length squared. For the comparison I square the shadow instead of computing the square-root of dot(lVec, lVec).
Annon
Monday, October 9, 2006
Yeah, same result here on a X800.
Schmackbolzen
Monday, October 9, 2006
On my laptop (X700, Pentium M 1,73 Ghz, Catalyst 6.

I just get 100 % CPU usage. At the beginning it generates a file named "Noise.dds", but that's all. Even after 20 Minutes nothing happens.
Nin
Sunday, October 8, 2006
This basically covers all the complaints I had about the volumetric lighting in your game engine. heheh.
Could the two effects be combined or does this one include enough function of volumetric lighting in itto be visually sufficient?
Nin
Sunday, October 8, 2006
Glad to see your still alive and demo-ing.

Niwak
Sunday, October 8, 2006
Interesting effect. I have a FX5600 which is too slow for it (3 FPS...). I has to add a line to the PreZ.shd file since FX5600 does not accept empty shaders so I added 'gl_FragColor = vec4(0,0,0,0);' to make it works.
Humus
Monday, October 2, 2006
Fast nu var ju inte den v�gen mellan husen, utan en halvt ihopv�xt v�g eller kanske snarare stig ner mot en tj�rn i n�rheten. Mellan husen �r det kanske 50m och r�tt s� �ppet.
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