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Old 13-09-2004, 12:23   #1 (permalink)
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Probleme cu Shadow Volumes (z-fail)

hya,
Am si eu o problema (mica?) cu vol. shad. prin metoda z-fail. Cu z-pass totul merge ok (in afara de mult prea cunoscutul defect atunci cand intri cu camera in volum), dar cand pun z-fail se strica totul. Am postat si imagini mai jos (prima este cu z-pass si a doua cu z-fail). Edge detection-ul merge bine (altfel nu ar merge nici z-pass-ul) si la cap-ing nu cred ca am facut vreo greseala (daca vrea/stie cineva pot sa pun si cod). Thanks!
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Old 14-09-2004, 11:46   #2 (permalink)
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din poza, se pare ca scrii gresit in stencil buffer. volumul de umbra sigur este bine construit? este inchis la capete (si nu numai) ? iti recomand sa testezi cu modele simple (chiar si un simplu triunghi) si sa desenezi volumul de umbra (in felul asta vezi dc ai probleme si cu vertex extrusion). banuiesc ca ai ceva documentatie dupa care te ghidezi, dc nu nvidia are pe site niste paper-uri interesante, gamasutra.com, deasemeni are un articol interesant. si nu in ultimul rand opengl.org forum.
 
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Old 15-09-2004, 22:59   #3 (permalink)
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hya,
Normal ca am incercat toata documentatia (ca altfel nu as mai posta si pe aici ), dar tot nu merge ceva...Codul pt. vol. de umbra e bine facut (altfel nu ar merge cu z-pass ,care merge perfect!). Mai incerc si mai pun ceva imagini mai incolo.
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Old 17-09-2004, 01:14   #4 (permalink)
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Nu stiu daca folosesti Direct3D sau OpenGL insa, poti lua DirectX SDK 9.0 Update(Summer 2004), contine si exemple noi fata de cel standard. Desi nu am avut inca timp sa ma uit pe tot codul sursa, din cate am vazut un sample trateaza si problema ta.
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Old 17-09-2004, 12:50   #5 (permalink)
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hya,
Eu folosesc OpenGL si nu cred ca o sa trec prea curand pe DirectX...
Dar poate o sa ma uit peste SDK.
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Old 17-09-2004, 14:33   #6 (permalink)
ico
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ar fi mai bine daca ai pune si niste cod; poate asa ii dam de capat problemei.
 
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Old 18-09-2004, 12:12   #7 (permalink)
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hya,
Scuze pentru deranj cu tot topicul, dar am reperat si reparat bug-ul.Bug-ul care imi manca din nervi era unul stupid si banal: am uitat sa normalizez un vector (directia lumina->vertex) si asta facea ca volumul sa se intinda pana dupa view frustum...
Daca vrea totusi cineva sursa cu alg. (care acum merge bine) sa-mi spuna. Imagini 'in game' pe site (www.shoot.dap.ro).
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