вторник, 11 июня 2013 г.

Small optimization trick for heavy shaders

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...

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

среда, 6 февраля 2013 г.

вторник, 1 января 2013 г.