» texture split demo
This site relies heavily on Javascript. You should enable it if you want the full experience. Learn more.

texture split demo

Credits: unc for his texture effects. download the addonpack!


a small patch that identifies texels in a depth texture

you need beta28 for that.


beta28DepthDemo.zip - 13.08.12 [22:47 UTC] by gregsn | 523 downloads

everyoneishappy 14/08/2012 - 17:24

Thanks for the demo. Could you explain why the clone is needed? Does the texture need to be reformatted before another shader can use it?

Would love to be able to make realtime object buffers with this...

gregsn 14/08/2012 - 18:21

the clone is needed only when you

  • use the new depth texture format INTZ which basically gives you access to the depthbuffer
  • AND you want to use a FrameDelay (EX9.Texture) or a Queue (EX9.Texture) or any module that uses one of those nodes (e.g. FrameDifference (EX9.Texture)) afterwards.

depthbuffer textures can't be cloned internally. therefore we need another renderpass which renders the depth content onto a new texture with any userspecified "normal" texture format.

everyoneishappy 14/08/2012 - 22:36

ah good to know thanks.

I was briefly confused that it did not seem to work with a texture fx node without an extra render pass first, but this was just due the texture type being inherited in the module structure(ie it will try to make a depth buffer again from a quad with the first one).

anonymous user login


~1h ago

Solid_dan: @everyoneishappy thanks a lot!

~11h ago

everyoneishappy: @Solid_dan Becuase there are no UVs. Can use UV_Coords (DX11.GeomFX) from instance-noodles to add them if you want.

~24h ago

drehwurm: @sunep I made a thread in forum, thanks

~1d ago

sunep: @drehwurm: probably, but I think you need to be more specific about what you need to get a clear answer

~2d ago

drehwurm: Is there a way to render lot's of text into tables in Renderer?

~2d ago

honix: some music vvisuals https://vimeo.com/141719245

~2d ago

ggml: @u7: apple laptops peaked at node13

~2d ago

microdee: this should be in graphics links section: http://graphics.cs.williams.edu/data/meshes.xml

~2d ago

Solid_dan: Why dx11 mataballs doesn't work with phong or constant?