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Another demo
Tuesday, October 21, 2008 | Permalink

It's demo time again!

This time I've implemented deferred shading with multisampling support using a stencil mask to separate the edge pixels from the surface interior. Grab it while it's hot!

Update 2008-10-23: As per tradition, I've now updated the demo a couple of days after release because of some feedback I've received. It wasn't obvious that you needed to select a multisampled mode, so now the demo tells you about it if you happen to have a non-multisampled mode selected. Also, I've added the F5-F8 options to the F1 dialog to make it more obvious what options there are and what they do.



Enter the code below

Wednesday, October 22, 2008

sounds and looks very interesting. since i ain't got directX 10.1, i cannot test it. but so far, you've done a good job, with you exhibitions about directX 10 and 10.1. keep it up


Thursday, October 23, 2008

Nice, good work

Any chance we get some screenshots from different modes to compare and the stencil mask?
Dont have Vista


Thursday, October 23, 2008

Running on a AMD 4850 at 4xMSAA-

F5 - MSAA looks a bit broken - samples don't look lit correctly on edges?
F6 - MSAA looks a bit broken - samples don't look lit correctly on edges? (much lower frame rate)
F7 - Looks correct lit but less AA

I think it would be much easier to understand options if you put them in the menu (as you do for other demos)

When I initially ran the demo I could see no difference - I had to access the menu and enable MSAA.

If you want, I can send you an email about what I am seeing..

Thursday, October 23, 2008

Nice, I already did that a few months ago
Interestingly, the edges created by the GPU's clipping also become visible.

Your Demo crashes because it can't find D3D10_39.dll, I'll look into it this evening.

Friday, October 24, 2008

if you go to the demo page you can click the image to see a screenshot. The other two modes are mostly for performance comparison. One which look identical to default mode (except slower), and one that's slightly faster but no antialiasing, but otherwise the same. The stencil mask looks like this:

Friday, October 24, 2008

it worked fine on an 4850 I tried. If you could send me screenshots that would be nice. Also try the latest drivers if you haven't.
I've updated the demos with your suggestion.

Friday, October 24, 2008

I take it that you didn't read the depth buffer per se, but outputted depth to a render target, right? Otherwise that approach wouldn't work since each subsample gets a distinct interpolated depth value.

As for the missing dll, you need the latest runtime installed.

Friday, October 24, 2008

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