摘要: 1down votefavoriteI'm implementing ominidirectional shadow mapping for point lights. I want to use a linear depth which will be stored in the color textures (cube map). A program will contain two filtering techniques: software pcf (because hardware pcf works only with depth textures) and varianc 阅读全文
posted @ 2014-02-25 21:51 千里马肝 阅读(986) 评论(0) 推荐(0) 编辑
摘要: Quote:Original post by RobMaddisonI understand that, for aliasing mitigation, it might be beneficial to use linear depth maps as opposed to non-linear depth maps when rendering to a shadowmap floating point texture, but how is that normally achieved? Is it as simple as converting the regular float d 阅读全文
posted @ 2014-02-25 18:07 千里马肝 阅读(665) 评论(0) 推荐(0) 编辑