Thanks, for the tips, I'm thinking to change from Relaxed Cone Step Mapping
to a Screen Space Anti-aliasing
technique, it would fit with the Deferred RM since there is currently no AA
suport for Deferred RM, and yet not being so simple to implement, it
doesn't have the complexity of the Relaxed Cone Step Mapping.

I'm hacking the code, and the shaders(at data/shader) but I didnt found
 any reference to the SSDO shader, can you give me some hint on where it's
located?
I'm going to start code some simple demos/shaders this week to get more
familiar with the codebase.

And one last observation, when I was compiling the source everything was
fine, but on my  notebook the demos chashes, I found the root of the
problem is was because some buffer overflow in *
"plugins/video/render3d/opengl/**gl_txtmgr_formats.cpp"*

Some csGLTextureManager::FormatTemplate was declared with wrong terminators

*Wrong*
static const csGLTextureManager::FormatTemplate formatsARGB[] = {
  {{ 4,  4,  4,  4}, fmtColor4,    GL_UNSIGNED_SHORT_4_4_4_4_REV},
  {{ 1,  5,  5,  5}, fmtColor5_1,  GL_UNSIGNED_SHORT_1_5_5_5_REV},
  {{ 8,  8,  8,  8}, fmtColor8,    GL_UNSIGNED_INT_8_8_8_8_REV},
  {{ 2, 10, 10, 10}, fmtColor10_2, GL_UNSIGNED_INT_2_10_10_10_REV},
  {{16, 16, 16, 16}, fmtColor16,   UNSIGNED_SHORTS_16_16_16_16_REV},
  *{{0, 0, 0, 0}, 0, 0}*
};

*Right*
static const csGLTextureManager::FormatTemplate formatsARGB[] = {
  {{ 4,  4,  4,  4}, fmtColor4,    GL_UNSIGNED_SHORT_4_4_4_4_REV},
  {{ 1,  5,  5,  5}, fmtColor5_1,  GL_UNSIGNED_SHORT_1_5_5_5_REV},
  {{ 8,  8,  8,  8}, fmtColor8,    GL_UNSIGNED_INT_8_8_8_8_REV},
  {{ 2, 10, 10, 10}, fmtColor10_2, GL_UNSIGNED_INT_2_10_10_10_REV},
  {{16, 16, 16, 16}, fmtColor16,   UNSIGNED_SHORTS_16_16_16_16_REV},
  *{{0, 0, 0, 0}, -1, 0}*
};

Should I create a ticket and send a path or this email is enough to someone
with access rights fix it directly?






2013/4/17 Christian Van Brussel <[email protected]>

> Hi Pedro,
>
> On Tue, 2013-04-16 at 12:13 -0300, Pedro Arthur wrote:
> >  I plan to start with SSAO (that I'm already familiarized), after that
> DoF possibly with Bokeh,  the proposed Relaxed Cone Step Mapping, and
> others features if we have time.
> > I'm thinking to implement the first two features  as "easy to
> integrate" post process, and also work in the SSDO decoupling it from
> the deferred RM.
>
> SSAO and DoF seems feasible in the time frame of a GSOC project, but
> Relaxed Cone Step Mapping will probably need to write a new render
> manager and this may be quite time consuming.
>
> Maybe you can remove the idea of the Relaxed Cone Step Mapping and try
> to find some simpler techniques that you can also try to implement if
> time allows?
>
> > The browser I was thinking to make it targeted to developers (like
> nvidia sdk), a short description of the program, and a 'whitepaper'
> explaining in detail, implementation aspects, giving hints etc.
>
> Many CS applications have the same needs regarding this, and the
> solution that is currently used is the combination of the 'startme'
> application and of the CS::Utility::DemoApplication facility. It's
> probably more interesting to improve those tools in order to fit your
> needs rather than starting a new tool.
>
> > I also want if time permit to research and implement some kind of
> Global Illumination (It would be very cool) but it will require time.
>
> SSDO is a type of Global Illumination technique, having the existing
> implementation working again is probably more interesting than starting
> another method.
>
>
>
>
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