xna - 360 FOV depth buffer by topology and 2D shadows with multiple lights -
just implemented idea multiple lights (idea without multiple lights here 360 fov depth buffer topology , 2d shadows), i'm not sure if correctly rendered http://www.youtube.com/watch?v=bfhdizihlyq , render each scene screen graphicsdevice.blendstate = blendstate.additive; respect light, scenes added each other.
and question - seemed correct or not ?
to answer question. sorry no, have been corrupted, let me explain.
the human eye logarithmic. perceive twice bright need square amount of light coming our eyes. same goes sound.
yet rgb values of screen linear rgb 128,128,128 twice bright 64,64,64. has linear or our shading algorithms not work. fall of quick.
well no our calculations wrong people manufacture our screens know , correct best can..
rather me explaining watch youtube computer color broken
so correct mix need create correct mix between 2 renders.there not blend state solve have create custom pixel shader job. output.color = sqrt( pow ( input1.color , 2 ) + pow ( input2.color , 2) );
it subtle, change 2 light source's colours , switch between linear , logarithmic blending , wonder how ever put broken rendering output in first place.
i rendering , lighting calculations photon counts, squaring input colours , square rooting output colours.
what alpha? yep? not sure.
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