Ignore:
Timestamp:
11/09/08 23:06:26 (16 years ago)
Author:
mattausch
Message:

played around with indexing for offset vector, but now choosing different approach: computing offset to old pos in fragment shader!

File:
1 edited

Legend:

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  • GTP/trunk/App/Demos/Vis/FriendlyCulling/src/DeferredRenderer.cpp

    r3111 r3112  
    340340                 "samples", "bl", "br", "tl", "tr",  
    341341                 "modelViewProj", "oldModelViewProj", "oldEyePos", "oldbl", "oldbr",  
    342                  "oldtl", "oldtr", "attribsTex", "inverseModelTrafo"}; 
     342                 "oldtl", "oldtr", "attribsTex", "inverseModelTrafos"}; 
    343343        sCgSsaoProgram->AddParameters(ssaoParams, 0, 19); 
    344344         
     
    565565        sCgSsaoProgram->SetTexture(i ++, attribsTex); 
    566566 
    567         sCgSsaoProgram->SetMatrix(i ++, invTrafo); 
     567        float trafos[32]; 
     568        for (int i = 0; i < 16; ++ i) 
     569                trafos[i] = ((const float *)invTrafo.x)[i]; 
     570 
     571        static Matrix4x4 identity = IdentityMatrix(); 
     572 
     573        for (int i = 0; i < 16; ++ i) 
     574                trafos[i+16] = ((const float *)identity.x)[i]; 
     575 
     576        sCgSsaoProgram->SetMatrixArray(i ++, trafos, 2); 
    568577        //sCgSsaoProgram->SetMatrix(i ++, IdentityMatrix()); 
    569578 
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