"A government that robs Peter to pay Paul can always depend upon the support of Paul."
- George Bernard Shaw
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Query FailedHumus
Wednesday, July 7, 2004

Well, this demo uses that too, but it's not the same thing. What he describes is just a depth-only pass.

diegopark
Wednesday, July 7, 2004

incredibly great stuff --including funny icons

Chman
Wednesday, July 7, 2004

Congratulation !
Your website is plenty of great stuff for programmers

Andrew
Wednesday, July 7, 2004

This is basically the same concept as what Richard Huddy calls "Pre Zee" in his presentation, no?
http://www.ati.com/developer/gdc/Huddy_SaveTheNanosecond.pdf

None-the-less very cool stuff Humus. I'm surprised that it made that huge a difference in a relatively simple shader, though. Anyways, keep up the great work

Humus
Tuesday, July 6, 2004

sqrt[-1],
that's a pretty good idea. Works just fine. Doesn't speed things up noticable though, but it may help on nVidia cards I guess if they can skip clearing between lights.

Anonymous,
yeah, I'm pretty happy with it. Makes things a bit more convenient, and less chance to miss a comment.

Anonymous
Monday, July 5, 2004

Something offtopic: It's very useful that the last comment is displayed on the main page!

reggin
Monday, July 5, 2004

Hey if you put your subwoofer on the floor it should sound a lot better. High frequency speakers are better placed up high and low frequency speakers are better placed down low.

sqrt[-1]
Monday, July 5, 2004

Re the fullscreen clear update:
Instead of clearing the stencil buffer for each light could you not just increment the stencil reference value?
(ie use
dev->SetRenderState(D3DRS_STENCILREF, i+1);
instead of
dev->SetRenderState(D3DRS_STENCILREF, 1);

(or is there something going on that I am missing? (only allowing 255 lights etc?))

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