A big credit to slin who helped me understand how to render a depthmap.
Heres what i have so far:
well actually there is a blur filter over the shading in my current version that is not shown, but it makes the really dark bars look even worse so im still working on it.
well fullscreen with a 1024x768 resolution, with an extra blur filter over it, it gets 85fps on my machine. keep in mind this is with on depthmap retrieving shader, with an ssao shader that takes 12 samples, and another blur filter over it that takes another 12 samples, so its is running it surprisingly fast for whats involved. my graphics card is a nvidia 9600 gt.
EDIT: Some images of it with the blur filter over the ssao:
its sort of what ssao does. it shouldnt be so dark there and that line shouldnt stick out like that, but it is supposed to make areas that are near "occluded" areas darker in order to simulate ambient shading in the room.
well, ive determined that the rings come from a depth issue. the shallower it reads from the closer the rings are until its solid. if only there was enough way to pack more precision into it easier (racking my brain right now)
thought this will be interesting (off of the msdn hlsl reference)
Quote:
double - 64-bit floating point value, that can be used inside a shader function in Direct3D 11 (see the topic, Double Precision in the Direct3D 11 docs).
doubles in shaders? i might just need to get vista when dx 11 comes out