Tag Archives: screenspace
Today I started working on my ambient occlusion effect… I’m reading up on techniques, etc… There’s one million flavors of SSAO (ScreenSpace Ambient Occlusion) out there, but most are too sophisticated or outside of my target hardware for me to consider… Still, it’s a good idea to read up anyway, so I know what’s out […]
Added an override system for most graphics operations… Was a bit of work, time-wise, but easy stuff! Now I can get a screen with just the actual normals: or depth (exaggerated, so we can actually notice the difference): The lines are due to the fact that the render target is just a normal 8-bit render […]
Good news, everyone! Got render to texture working (on Direct3D only for now)… Bad news… Above we should only see the normals of the scene (world space), but the player character is transparent… The reason is that it gets rendered with alpha blending, since I don’t have a global way to shut it down… Need […]
As I mentioned yesterday, because of the way I’m doing the alpha-testing, if I want to place the depth on the alpha channel of the render target that I’m using for the screenspace effects, I need a way to keep the alpha testing, but don’t use the end result of the rendering for it… If […]
Time has been a bit tight lately (just back from holidays, so work has piled up), but today, between house chores and resting, I managed to add rendering of the normals: Here you can see the normals mapped to colors… For example, the lime green corresponds to a normal vector of (0,1,0). Now I want […]
Today I started working on the screenspace effects… Screenspace effects are effects that use only the “rendered image”, or more precisely, the 2d representation of the scene (not the whole 3d nature). A lot of effects fall under this category (and a whole lot more are being worked on all the time)… For my purposes, […]