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Author Topic: Totaly not DOW 2  (Read 19576 times)

3.14

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Re: Totaly not DOW 2
« Reply #20 on: October 27, 2014, 03:42:48 PM »

And when after the next update we will have deferred shading why not add screen space local reflections? You just need to get the world position of the pixel and we already have a normal and depth map from the g-buffer so the only hard part is the marching cube algorythm, but you just need 8-16 samples if you use some blur (hardcoded gaussian blur can be fast, it's just a few texture lookups from the same sampler).
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MARXMAN

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Re: Totaly not DOW 2
« Reply #21 on: October 28, 2014, 09:29:43 PM »

And when after the next update we will have deferred shading why not add screen space local reflections? You just need to get the world position of the pixel and we already have a normal and depth map from the g-buffer so the only hard part is the marching cube algorythm, but you just need 8-16 samples if you use some blur (hardcoded gaussian blur can be fast, it's just a few texture lookups from the same sampler).


This is incredible productive seeing where the rest of the thread was going
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Stem Sunders

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Re: Totaly not DOW 2
« Reply #22 on: October 28, 2014, 10:00:15 PM »

And when after the next update we will have deferred shading why not add screen space local reflections? You just need to get the world position of the pixel and we already have a normal and depth map from the g-buffer so the only hard part is the marching cube algorythm, but you just need 8-16 samples if you use some blur (hardcoded gaussian blur can be fast, it's just a few texture lookups from the same sampler).

:( You sacred everyone else away...No fun!

 :D
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Myakot

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Re: Totaly not DOW 2
« Reply #23 on: October 28, 2014, 10:58:18 PM »

Dead man,  dead man,  hanging on a tree
How many deadman do you see?
Tongue turned blue and face gone grey
Watch them! As they twist and sway...
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I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!
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