Saturday, April 2, 2011

light pre pass deferred rendering

light pre pass rendering where the first geometry pass renders normals + a light accumulation pass + final geometry pass to do the deferred rendering to the final color buffer

On the right top is the normal buffer, and the bottom buffer is the light accumulation buffer

I had to use the special MAKEFOURCC
/* To create a RAWZ z-buffer, just do:
1. On GeForce 6/7 series use: (D3DFORMAT)MAKEFOURCC('R','A','W','Z')
2. On GeForce 8 series use: (D3DFORMAT)MAKEFOURCC('I','N','T','Z')
*/
result = dx9->d3d_device->CreateTexture(width, height, 1, D3DUSAGE_DEPTHSTENCIL,/* D3DFMT_D24S8*/(D3DFORMAT) MAKEFOURCC('I', 'N', 'T','Z'), D3DPOOL_DEFAULT, &depthStencilSurface_tex,NULL); chk();

This is so that I can the depth buffer as a texture immediately for the next draw call..otherwise its not possible to do this on a PC platform.
:p


Wednesday, December 8, 2010

passion for sound





This is the picture of guitar..notice the left cut ..haha... was not easy procuring such a nice left-handed classical piece.

Listen to some of my recordings. The original song name is the left suffix.

elmariachi_madankandula

classicalsoul_madankandula

Tuesday, August 31, 2010

water wave sim

water reflection attempt..

Monday, August 30, 2010

water surface sim

tested out some water surface physics simulation..while back at school..

Saturday, November 14, 2009

just found out that if I get a dell laptop and want to install linux,, the warranty gets voided ..ha.
Thats crazy enough for me to hate dell.
huhhaaaa..this is my first blog...super awesome.