@willmotil wrote:
So ever since the other day talking about 2d shadowing i been trying to get the actual depth buffer to work for doing a real time snap shot of a scene by placing it perpendicular to the camera.
It seems while i can set z bias on a card no one ever thought of a y bias. Even if they did i still dont think it would work.
To that end. I decided to do it by creating a algorithm to turn a image even a complicated one into a series of point lists that were in sequence. That traverse the outer edges of the opaque parts of a image.
This way i could build up a z depth vertice list that mirrored the image then do the shadow technique.Sounds a lot easier then it is however i just cleared the most difficult parts i think cross fingers.
Anyways i want to show off a hot dog gif
On the far left top corner is a image i drew out the outlines are the program output and the moving line is to visualize the sequence order of the points for the outline. Having a sequenced list of points means being able to generate tangents and normals as well hence collision info.
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As a byproduct this algorithm can double for a replacement to per pixel collision that is not only faster its far cheaper and can allow for far more information returned.
Not quite there yet the sequencing here isn't really complete and i need to remove collinar points but over the hump and heading down hill now.
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