On 23 May 2011 22:50, Stefan Dösinger stefan@codeweavers.com wrote:
This eliminates the precision issues caused by the projected texture by setting the .w coordinate to a constant value. I decided to keep the projected sampling itself around to demonstrate that d3d doesn't do anything special with the 3rd and 4th value like it does with other shadow formats
The 3rd and 4th coordinate are going to be the same for the locations you're sampling now.
On Monday 23 May 2011 23:16:42 Henri Verbeet wrote:
On 23 May 2011 22:50, Stefan Dösinger stefan@codeweavers.com wrote:
This eliminates the precision issues caused by the projected texture by setting the .w coordinate to a constant value. I decided to keep the projected sampling itself around to demonstrate that d3d doesn't do anything special with the 3rd and 4th value like it does with other shadow formats
The 3rd and 4th coordinate are going to be the same for the locations you're sampling now.
Good point