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Zeang avatar Zeang commented on June 30, 2024 1

All right, so I will cancel the change of polygon light.

from sig-graphics-audio.

invertednormal avatar invertednormal commented on June 30, 2024

+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.

Zeang avatar Zeang commented on June 30, 2024

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.

invertednormal avatar invertednormal commented on June 30, 2024

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.

Zeang avatar Zeang commented on June 30, 2024

o3de/o3de#15665

from sig-graphics-audio.

moudgils avatar moudgils commented on June 30, 2024

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.

from sig-graphics-audio.

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