Location: Bangalore, India Remote: No Willing to Relocate: Toronto Preferred (will need work permit), otherwise depends. Technologies: C/C++/C#, Obj-C, Java, Swift, Android, iOS, Python, Django, Embedded (mbedOS), AOSP…
> he way it's working in my mind has about the same number of lookups as FXAA, However, the FXAA will have a clear win as it works over a partly transparent polygon. So you will have to combine both an RBG and z…
> This was true for Direct3D 9 but 10+ allow you to bind the depth/stencil buffer as a texture, although there is the caveat that you can't have it simultaneously bound as a texture and as a render target. Missed…
> Why is that? While techniques like FXAA are needed for deferred rendering due to the order of operations, I don't see why FXAA isn't acceptable on non-deferred renderers. FXAA is acceptable for the other…
FXAA and other similar techniques are only relevant when dealing with deferred rendering only. Detecting edges on the depth buffer may sound as the solution until you realize that two planes at right angles has an edge…
Can you give some more details on the language/libraries that you are using? I am just getting started on a 6DOF game... I am planning to use C++ to code up the engine. So the easiest option is to use Boost.statechart…
Location: Bangalore, India Remote: No Willing to Relocate: Toronto Preferred (will need work permit), otherwise depends. Technologies: C/C++/C#, Obj-C, Java, Swift, Android, iOS, Python, Django, Embedded (mbedOS), AOSP…
> he way it's working in my mind has about the same number of lookups as FXAA, However, the FXAA will have a clear win as it works over a partly transparent polygon. So you will have to combine both an RBG and z…
> This was true for Direct3D 9 but 10+ allow you to bind the depth/stencil buffer as a texture, although there is the caveat that you can't have it simultaneously bound as a texture and as a render target. Missed…
> Why is that? While techniques like FXAA are needed for deferred rendering due to the order of operations, I don't see why FXAA isn't acceptable on non-deferred renderers. FXAA is acceptable for the other…
FXAA and other similar techniques are only relevant when dealing with deferred rendering only. Detecting edges on the depth buffer may sound as the solution until you realize that two planes at right angles has an edge…
Can you give some more details on the language/libraries that you are using? I am just getting started on a 6DOF game... I am planning to use C++ to code up the engine. So the easiest option is to use Boost.statechart…