Comments (6)
All right, so I will cancel the change of polygon light.
from sig-graphics-audio.
+1 on the fullscreen shadow changes. Would love to see shared local memory in use to improve the performance in compute.
Any more details on the polygon light? I implemented the original a few years back and I know it worked correctly at the time, but it's possible there's been some regression.
from sig-graphics-audio.
Well, it is not a big change. Do you use the polygon light by other mesh or default mesh, a cube in Editor. If you use default mesh, you will find the change of height will don't change the effect, because in C++ o3de doesn't add 8 vertexes for GPU. I add another 4 vertexes for this. It's a little change.
from sig-graphics-audio.
Well, it is not a big change. Do you use the polygon light by other mesh or default mesh, a cube in Editor. If you use default mesh, you will find the change of height will don't change the effect, because in C++ o3de doesn't add 8 vertexes for GPU. I add another 4 vertexes for this. It's a little change.
The polygon height is not supposed to have any affect on the light, polygon lights are only for flat polygons. I think the light explicitly sets the height of the polygon prism to 0 but there's not currently a way to lock it at 0. It uses the polygon prism shape because it already existed and was close enough for what was needed, but ideally the user wouldn't even see a height parameter on that component when used for a light.
The only way you could possibly support height in the polygon prism would be to add a separate individual light for each plane of the geometry, which would be prohibitively expensive, it's just not what they're made for. Just adding more vertices won't work. See https://eheitzresearch.wordpress.com/415-2/ for more info on the technique.
from sig-graphics-audio.
from sig-graphics-audio.
I am doing a pass on RFCs. Once a RFC is accepted (which this is as you have already done the work) it needs to go into this folder (https://github.com/o3de/sig-graphics-audio/tree/main/rfcs). Are you able to move this rfc to this folder so that we can track this as a RFC and not as an issue? You will have to open a PR to move this into the rfc folder. Thanks.
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Related Issues (20)
- Proposed RFC Feature : Bloom Mask HOT 3
- SIG-Graphics-Audio Election Nominations 03/15 - 03/29 -- Elections 03/30 - 04/05 (2023) HOT 9
- Update ReadMe
- Proposed RFC Feature =Shadow for QuadLight= HOT 3
- [ISSUE][DOCS] Asset link is broken and additional information should be added when using other project than AutomatedTesting HOT 2
- SIG Reviewer and Maintainer Nomination: AkioCL HOT 2
- Reviewer Nomination: kh-huawei HOT 5
- Reviewer Nomination: msat-huawei HOT 2
- Reviewer Nomination: mprettner-huawei HOT 3
- Reviewer Nomination: martinwinter-huawei HOT 2
- Maintainer Nomination: jhmueller-huawei HOT 3
- [ISSUE][DOCS] Additional Cloth workflow tests documentation page is deprecated
- Draft: Proposed RFC Feature: Support for multiple Material-Types in Raytracing Hit Shaders HOT 2
- Reviewer Nomination: hosea1008 (Li Hongshan) HOT 12
- Proposed RFC Feature: Introduce DirectX Agility SDK HOT 4
- Proposed RFC Feature: New Spaces And Actions Architecture For The OpenXRVk Gem HOT 1
- Election of new co-chair for sig-graphics-audio HOT 1
- SIG Graphics-Audio Co-Chair Election 2024 HOT 10
- Proposed RFC Feature Specialization Constants HOT 8
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