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Jan 13, 2018 at 7:49 vote accept Geklmintendon't of Awesome
Jan 13, 2018 at 1:50 comment added Trevor Powell Also, (if I've understood the intent correctly), this approach is not going to support transparencies at all.
Jan 13, 2018 at 1:48 comment added Trevor Powell I think the idea here is that if you have a mostly static scene, you don't need to recalculate the shadow maps and sample from them all the time; you could just calculate (shadowed/not-shadowed) once and store the result into a temporary, intermediate texture. So further rendering could then be done without updating the shadow maps or sampling from them at all; just sample from the buffer of shadowmap lookup results you pre-calculated. You could even throw away the shadow maps. Of course, if anything moves (including the camera), you kind of have to recalculate everything again.
Jan 13, 2018 at 1:21 comment added Nicol Bolas I fail to understand your algorithm. You want to determine whether a screen pixel is visible to a light. But how do you intend to make that determination? How do you intend to populate this texture? If you're doing shadow mapping, then for each light, you have to render a shadow map, right? And then you have to sample from each light's shadow map, for each pixel, to determine if that pixel is within that light's shadow. That's a lot of shadow maps that have to be preserved, and that's a lot of texture sampling to convert it into a bit-map.
Jan 13, 2018 at 1:14 history edited Nicol Bolas CC BY-SA 3.0
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Jan 13, 2018 at 1:08 answer added Trevor Powell timeline score: 1
Jan 13, 2018 at 0:56 comment added Trevor Powell "Texels" are individual pixels in a texture. Large textures that are made up of smaller textures are "texture atlases".
Jan 13, 2018 at 0:43 history asked Geklmintendon't of Awesome CC BY-SA 3.0