Media Summary: El ejemplo más básico de tessellation, hull shader y domain shader. Subdivide cada triángulo original en otros triángulos usando ... contant buffer in vertex shader is not getting updated! This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some shadows rendering first.
Shadowmaps Using Slimdx Dx11 - Detailed Analysis & Overview
El ejemplo más básico de tessellation, hull shader y domain shader. Subdivide cada triángulo original en otros triángulos usando ... contant buffer in vertex shader is not getting updated! This is tricky stuff to get right. I know I'm doing it in a very non-optimal way. I just wanted to get some shadows rendering first. This is render from my bacholeor thesis "Point based rendering". Building rendered is 3D laser scan of czech national theater. I implemented SDSM after my tiled deferred renderer. It runs quite smoorthly in my city scene (3 million polys) You can check my ... Now the entire view frustum is shadowed by 3 cascades. Works quite well even
Music: "Rewound" by Chris Zabriskie From the Free Music Archive: CC BY. Its been a very long time between updates, I have stoped