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
madanmadness
Saturday, April 2, 2011
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
Monday, August 30, 2010
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