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Tom Gillen's Blog

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

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Tom Gillen's Blog | tomgillen.blogspot.com Reviews
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If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.
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5 diffuse
6 specular
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Tom Gillen's Blog | tomgillen.blogspot.com Reviews

https://tomgillen.blogspot.com

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

INTERNAL PAGES

tomgillen.blogspot.com tomgillen.blogspot.com
1

Tom Gillen's Blog: GBuffer Layout

http://tomgillen.blogspot.com/2010/07/gbuffer-layout.html

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

2

Tom Gillen's Blog: Renderer - Phases

http://tomgillen.blogspot.com/2010/07/renderer-phases.html

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. Most of the time that I'm drawing something, it is to create some resource which is used later on in the frame. For example, drawing the gbuffer, or a shadow map. Each time, you set a render target, draw things with a particular sort of shader, and then save the render target for use as a texture later. Subscribe to: Post Comments (Atom). View my complete profile. Simple template. Powered by Blogger.

3

Tom Gillen's Blog: Scene graphs? Yuch!

http://tomgillen.blogspot.com/2009/08/so-one-of-my-friends-has-been-nagging.html

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Saturday, 29 August 2009. So one of my friends has been nagging me for some time to start on the graphics library I have been planing on writing for a few months now. Always had other work I needed to do first. But now I'm all done with that, and I can finally start on it. Now lets say you have a door, which you make inherit off DrawableEntity. You could have Door inherit from AIUnit instead, but now all doors have AI. I loved his implementation, and deci...

4

Tom Gillen's Blog: August 2009

http://tomgillen.blogspot.com/2009_08_01_archive.html

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Saturday, 29 August 2009. So one of my friends has been nagging me for some time to start on the graphics library I have been planing on writing for a few months now. Always had other work I needed to do first. But now I'm all done with that, and I can finally start on it. Now lets say you have a door, which you make inherit off DrawableEntity. You could have Door inherit from AIUnit instead, but now all doors have AI. I loved his implementation, and deci...

5

Tom Gillen's Blog: September 2009

http://tomgillen.blogspot.com/2009_09_01_archive.html

If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Thursday, 17 September 2009. The CommandEngine class contains the core of my command console. It is basically a simple script interpreter, which can execute methods and read/write properties. Methods can be nested, and can return any type and have any parameters. You can make a static property or method available to the engine by sticking the [Command] attribute onto it. The engine will scan the assembly and pick out all these methods and properties.

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If (YoureHappyAndYouKnowIt) { ClapYourHands(); }. Friday, 23 July 2010. As I am only planning on implementing simple Phong shading in my lighting pass, I need to store position, diffuse colour, normals, specular intensity and specular power in my gbuffer. This means you only need to store depth, and so can stick it in an R32F target, and get a full 32 bit floating point precision. MJP has a great post. Comparing the quality of different ways of storing depth, for the purpose of reconstructing position.

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