Timeline for Using Fragment Color to store individual bits (GLSL) may introduce issues if OpenGL does any evaluation of the floats before writing them to memory
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| 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 | deleted 20 characters in body |
| 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 |