wow very impressive shots!

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dunno if using a 32 bit floating point texture for the depth map could be the solution, since i cant get it to work.. BMAP* depthMap = "#800x600x14"; is always plain white




Did you change your shader to only use the .r channel of the texture? A 16 or 32Bit fp texture only renders to the red channel as far as i know.

keep it up, really impressive!

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Trick seems to be to render to the alpha channels instead of rgb channels... it's 8bit per color channel vs. 24Bit alpha channel apparently:

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ello: The trick is to render to depthmap to the alpha channel and not the rgb channel. The alpha channel is 24Bit whereas the rgb channels are 8 bit each. You might want to have a look at this paper:
http://ati.amd.com/developer/gdc/Scheuermann_DepthOfField.pdf
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Cheers




At the time i wrote this in my DoF thread i really thought that would be the case. But i think i was wrong. I read somewhere that an alpha channel always is 24Bit. However when you look at it that can't be the case. eg 32bit tga = 8Bit Red + 8Bit Green + 8Bit Blue + 8Bit Alpha ... 8+8+8+8 = 32. Can someone confirm this?

Last edited by BoH_Havoc; 01/25/08 02:51.

Shade-C EVO Lite-C Shader Framework