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Query Failed
NeoKenobi
Wednesday, March 3, 2004
@FrauleinSchmid
You're right about the 2D maps part, but don't think computing the lighting realtime is cheap. Not to mention the soft shadows, multiple passes with stencil buffer shadowing are much more expensive than using a 3D texture. On the other hand, using shadow mapping with textures is also very expensive, but not anywhere near multiple passes with the stencil buffer.
Btw. this is a demo, meant to demonstrate graphical technologies, NOT A GAME!
MesserFuerFrauSchmid
Wednesday, March 3, 2004
@NewKenobi
This is only faster because they use 2D maps (two dimensional textures are always fast at least as long you use the right format (like R8G8B8A8 or L

) 3D textures are fucking slow because of memory adressing and heavy cache misses and they are a waste of memory because right now they always have to be ^2. That's why GAMEZ NEVER EVER USE THOSE.
Humus
Wednesday, March 3, 2004
This is what I got from google. Haven't tried it myself so I don't know if it works:
[HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\OpenGL\Debug]
"ShaderObjects"=dword:00000001
z
Wednesday, March 3, 2004
What do you mean by "tweak to enable GLSL on the GFFX"
Humus
Tuesday, March 2, 2004
NeoKenobi,
hmm, haven't noticed that. Probably something wrong in my .dds write code. Gonna look into it.
Daedalus
Tuesday, March 2, 2004
Looks great (especially if you run with 6x AA and 16x AF)

Sunray
Tuesday, March 2, 2004
Very nice.
NeoKenobi
Tuesday, March 2, 2004
@Fraulein Schmid
Using a volume map to store lighting information is a lot faster than dynamically compute the lighting, that's why all the old games (Quake etc.) used lightmapping instead of dynamic light computation.
@Humus
The DX DDS texture viewer thingie says your lightmap is 2D... How come you are using a 2D texture for volumetric lighting?
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