Search found 7 matches
- Tue Jul 28, 2015 12:12 pm
- Forum: Support and Development
- Topic: Multi canvas performance?
- Replies: 0
- Views: 1196
Multi canvas performance?
Hello We're making a game where we implement a simple version of deferred shading using a diffuse, normal and AO canvas. Since it's a generally recommended practice, we did it using the new multi canvas feature where you can render to multiple canvases from one shader. However, we also tried doing t...
- Mon Jul 13, 2015 2:29 pm
- Forum: Support and Development
- Topic: Screen as one of multiple render targets?
- Replies: 2
- Views: 1448
Re: Screen as one of multiple render targets?
Ok, thanks ![Smile :)](./images/smilies/ms-smile.png)
Good to know that it's an actual limitation an not just something I can't figure out
![Smile :)](./images/smilies/ms-smile.png)
Good to know that it's an actual limitation an not just something I can't figure out
- Mon Jul 13, 2015 10:33 am
- Forum: Support and Development
- Topic: Screen as one of multiple render targets?
- Replies: 2
- Views: 1448
Screen as one of multiple render targets?
Hi Since 0.9.1 you can render to multiple canvases at once using love.graphics.setCanvas( canvas1, canvas2, ... ) However, in order to draw directly to the screen, you need to use love.graphics.setCanvas( ) with zero arguments. My question is: Is it possible to render to the screen and other canvase...
- Sat Mar 22, 2014 1:39 pm
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 8909
Re: GPU accelerated volumetric shadowbuffer
What is a solved integral and can you apply it to numerical computations? Also, I guess you're right, except area-metric isn't really a word :P You could think of it as volumetric for an infinitesimal slice dz. Anyway I have tried to calculate the integral(/cumulative product) over the radius more e...
- Fri Mar 21, 2014 7:09 am
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 8909
Re: GPU accelerated volumetric shadowbuffer
Yeah I looked at that one
I think yours could be pretty fast if done with shaders.
Here's an updated version. I changed the absorption so that it multiplies by the absorption factor rather than subtracting it. Also added background
![Smile :)](./images/smilies/ms-smile.png)
Here's an updated version. I changed the absorption so that it multiplies by the absorption factor rather than subtracting it. Also added background
- Wed Mar 19, 2014 2:03 pm
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 8909
Re: GPU accelerated volumetric shadowbuffer
Hi, what's your GPU? What the algorithm does is it starts by converting the map into polar coordinates, then it integrates (cumulative sum) over the radius, i.e. downwards on the texture. The integration is currently very unoptimized and could theoretically be reduced from O(N^2) to O(N), but I have...
- Wed Mar 19, 2014 9:28 am
- Forum: Libraries and Tools
- Topic: GPU accelerated volumetric shadowbuffer
- Replies: 11
- Views: 8909
GPU accelerated volumetric shadowbuffer
After getting inspired by PriorBlue's Light vs Shadow engine, I decided to tackle the problem of semitransparent shadows in arbitrary shapes of varying optical density. Since this requires some serious computing I implemented all the heavy calculations as fragment shaders. The demo starts with a bla...