![]() ![]() Check game system requirements for Zombie Driver HD If you really want to enjoy Zombie Driver HD at a higher level of gameplay smoothness, your system must run at with a CPU at least as good as 2.0 GHz dual core processor, more than 2GB, a GPU that performs better than 512 MB DirectX 9.0c compatible or better video card with pixelshader 3.0, while the PC system is running on Windows 7/Vista/XP (Only). In order to be able to run Zombie Driver HD at a minimum standard for the game, you will need a CPU ranked better than 1.6 GHz Intel Pentium processor or equivalent AMD Athlon processor, more than 1GB, a GPU that is better ranked than 128 MB DirectX 9.0c compatible or better video card with pixelshader 3.0, while the PC system is running on Windows 7/Vista/XP (Only). If you were wondering "Can I run Zombie Driver HD on my PC?", we will help you to get the answer.įurther on, we will explain what are the minimum and recommended PC gaming system requirements ( otherwise known as sys req ) for Zombie Driver HD It falls under the following genre categories : ![]() These values are made so that our entire *visible *scene is always visible more on this in the Going Further section.Zombie Driver HD thumbnail provided by publisher The Projection matrix is an orthographic matrix which will encompass everything in the axis-aligned box (-10,10),(-10,10),(-10,20) on the X,Y and Z axes respectively.The MVP matrix used to render the scene from the light’s point of view is computed as follows : ![]() If ( glCheckFramebufferStatus ( GL_FRAMEBUFFER ) != GL_FRAMEBUFFER_COMPLETE ) return false Always check that our framebuffer is ok GLuint depthTexture glGenTextures ( 1, & depthTexture ) glBindTexture ( GL_TEXTURE_2D, depthTexture ) glTexImage2D ( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, 1024, 1024, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0 ) glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ) glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ) glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ) glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ) glFramebufferTexture ( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, depthTexture, 0 ) glDrawBuffer ( GL_NONE ) // No color buffer is drawn to. Slower than a depth buffer, but you can sample it later in your shader GLuint FramebufferName = 0 glGenFramebuffers ( 1, & FramebufferName ) glBindFramebuffer ( GL_FRAMEBUFFER, FramebufferName ) // Depth texture. The framebuffer, which regroups 0, 1, or more textures, and 0 or 1 depth buffer. Note that we use a depth texture, not a depth renderbuffer, since we’ll need to sample it later. Feel free to experiment with these values. 16 bits are usually enough for a shadow map. Here we use a 1024x1024 16-bit depth texture to contain the shadow map. Since Tutorial 14, you know how to render the scene into a texture in order to access it later from a shader. Setting up the rendertarget and the MVP matrix An orthographic matrix is just like a usual perspective projection matrix, except that no perspective is taken into account - an object will look the same whether it’s far or near the camera. As such, rendering the shadow map is done with an orthographic projection matrix. In this tutorial, we’ll only consider directional lights - lights that are so far away that all the light rays can be considered parallel. The following image might help you understand the principle : In other words, the current fragment is in the shadow. If the current sample is further from the light than the shadowmap at the same point, this means that the scene contains an object that is closer to the light. The “being in the shadow” test is actually quite simple. Next, the scene is rendered as usual, but with an extra test to see it the current fragment is in the shadow. Only the depth of each fragment is computed. First, the scene is rendered from the point of view of the light. The basic shadowmap algorithm consists in two passes. Since at time of writing (2012) shadow maps are still a heavily researched topic, we’ll give you some directions to further improve your own shadowmap, depending on your needs. In this tutorial, we’ll first introduce the basic algorithm, see its shortcomings, and then implement some techniques to get better results. The bad thing is that it’s terribly difficult to get to work right. The great thing about them is that it’s fairly easy to get to work. Shadow maps are the current (as of 2016) way to make dynamic shadows. While it produces very nice shadows, it doesn’t deal with animated models. In Tutorial 15 we learnt how to create lightmaps, which encompasses static lighting.
0 Comments
Leave a Reply. |