As you may know depth buffers allows to draw 3d objects in any order and they will appear correctly - closer one will obscure farther one. But draw order is important anyway. For example, consider a scene where you're drawing from back to front. You draw an object, it passes the depth test for particular pixel and that means that pixel shader will be executed for this pixel. Next you draw another object. But since our order from back to front, this object will pass depth test and pixel shader will be executed again. Ans so on...
вторник, 11 июня 2013 г.
пятница, 12 апреля 2013 г.
ParallaxMapping Stage3D conference speaking slides and source
Hi. Today just links to the slides and sourse code from my speak on stage3d conference.
https://dl.dropboxusercontent.com/u/77219109/ParallaxMappingConf.zip
P.S.: in order to run source you need to set path to the 11.6 beta player (only player that supports extended profile) in FD properties.
P.P.S: you can see conference video here:
http://gonchar.me/blog/goncharposts/1780
or
http://www.youtube.com/watch?v=md_6gzhm9b4
https://dl.dropboxusercontent.com/u/77219109/ParallaxMappingConf.zip
P.S.: in order to run source you need to set path to the 11.6 beta player (only player that supports extended profile) in FD properties.
P.P.S: you can see conference video here:
http://gonchar.me/blog/goncharposts/1780
or
http://www.youtube.com/watch?v=md_6gzhm9b4
среда, 6 февраля 2013 г.
Isometric sort. New approach.
Hi. Today I want to share some idea about isometric sorting. This is not stage3D article. Example was compiled against 10.1 flash player.
вторник, 1 января 2013 г.
Parallax Mapping with Stage3D
Hello and Happy New Year!!! Today I'm just put here my last experiment with AGAL - parallax mapping demo. Be sure that you have 11.6 beta player!
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