![]() ![]() The final image is generated by combining the depth map to the original image, like many 2D to 3D conversion algorithms (note that the way the depth map is generated is the key difference). Things like crosshairs in P3D are generally rendered at object depth, based on the depth map, so the crosshair will match the depth of what you are aiming at. For example, we don’t have to worry about shadows or lighting, because they are cast on the objects and we know the depth of the object. The advantage of this is we can ignore all aspects of the scenes underlying rendering. Depth information is extracted from the z buffer and used to build a depth map, similar to the way games like Crysis 2 or Sniper Elite v2 handle their own integrated 3D. We are not operating solely on the rendered image with no information about the context or depth. Power3D is not the same as 2D to 3D conversion, as many people seem to believe. Becouse Power3D also has problems correctly rendering volumetric effects like smoke and rain in 3D scenes. Normal stereo 3d in Skyrim possible only when you disabled Tridef Power3D and disabled 3d texture copy.īut ENB work only if you enable Power3D that not good. ![]() Yesterday i`m founded that possible to use Tridef stereo mode with ENB in Skyrim.īut exist limitation. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |