Closed BanTheRewind closed 9 years ago
This functionality is in progress. It is a part of a larger update that I'm almost finished with. Should be able to pr on Tuesday.
Thanks much.
In trying to optimize shadows for the deferred engine, I found that a shadow caster geometry pass with a shadow map is really the best way to go. Single-pass techniques yielded only marginal performance gain and had some limitations that made them hard to look good. As long as I have to draw shadow casters twice, I may as well do it efficiently. :)
I also have the deferred shading advanced sample running in the Rift. So I'll be switching a lot of stuff to instanced.
Anywho... just wanted to share what the use case is here. Looking forward to he update.
On Sat, Apr 4, 2015 at 12:53 PM, Ryan Bartley notifications@github.com wrote:
This functionality is in progress. It is a part of a larger update that I'm almost finished with. Should be able to pr on Tuesday.
Reply to this email directly or view it on GitHub: https://github.com/cinder/Cinder/issues/805#issuecomment-89650292
Hey, just wondering how this is going. I'm wrapping up my last few optimizations on the DeferredShadingAdvanced sample. I just have a few performance tweaks on the bloom and AO passes before I move onto instanced drawing. Then I can finally call this one good. :)
On Sat, Apr 4, 2015 at 1:41 PM, Stephen Schieberl bantherewind@gmail.com wrote:
Thanks much.
In trying to optimize shadows for the deferred engine, I found that a shadow caster geometry pass with a shadow map is really the best way to go. Single-pass techniques yielded only marginal performance gain and had some limitations that made them hard to look good. As long as I have to draw shadow casters twice, I may as well do it efficiently. :)
I also have the deferred shading advanced sample running in the Rift. So I'll be switching a lot of stuff to instanced.
Anywho... just wanted to share what the use case is here. Looking forward to he update.
On Sat, Apr 4, 2015 at 12:53 PM, Ryan Bartley notifications@github.com wrote:
This functionality is in progress. It is a part of a larger update that I'm almost finished with. Should be able to pr on Tuesday.
— Reply to this email directly or view it on GitHub https://github.com/cinder/Cinder/issues/805#issuecomment-89650292.
I got hindered this week due to work. I'm finishing up what appears to be a bug in amd gpus. When that's solved today, it should be ready to go.
Awesome, thanks much!
On Sat, Apr 11, 2015 at 2:45 PM, Ryan Bartley notifications@github.com wrote:
I got hindered this week due to work. I'm finishing up what appears to be a bug in amd gpus. When that's solved today, it should be ready to go.
Reply to this email directly or view it on GitHub: https://github.com/cinder/Cinder/issues/805#issuecomment-91932250
Please look here:
https://github.com/BanTheRewind/Cinder/blob/glNext_DeferredInstanced/samples/_opengl/DeferredShadingAdvanced/src/DeferredShadingAdvancedApp.cpp#L199-L216
I'm trying to use a mat4 as a per instance attribute. In vanilla OpenGL, this is done on the CPU side using four vertex attributes. I would get the location of the mat4, then increment by one for each set of four floats. But because the second in AttributeMapping must be a string, I can't set my locations using Cinder's API. It would be nice to have the option to map CUSTOMn attributes to GLints