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Some recent topics started on our forums |
Crysis model viewer
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Hi,
During the last years I've doing small side projects aside my big projects. Most of this small projects were related to loading and rendering game assets, either models or maps/levels. I choose game data files because you don't depend on... |
Posted November 9, 2008 2:22:28 PM
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Depth blit with multisampled FBO
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Hi,
I'm trying to get multisampled FBO working on our currently working FBO framework. The general idea, is to render everything to a FBO with a COLOR0 and DEPTH multisampled renderbuffers attached, and then blit to another FBO with the same... |
Posted November 15, 2007 3:29:49 AM
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Maya lightmap generation
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Hi,
My problem is quite simple: We use maya for modelling and animation, but the artist doesn't know how to generate lightmaps within maya. I've tried and googled along, and all the solutions I found baked the texture+ilumination, when I just want... |
Posted December 6, 2006 6:25:48 PM
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Some recent replies made on our forums |
Imagine - 48k Intro released at Breakpoint 2010
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This was pretty cool during the compo! Any chance that you set up an RSS feed on your webpage? (yes, I'm lazy and prefer having everything centralized on my RSS reader :P) |
Posted April 8, 2010 6:06:18 AM
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My PhD 3D engine
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Interesting, I had tried 3dripperDX, but got a lot of problems, I'll try that, as I use Maya as an asset editor, and using Quake3 maps is always interesting :) (And I didn't want to code an importer, even if I know quake1/2/3 bsp formats quite well).... |
Posted January 25, 2010 8:57:12 AM
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My PhD 3D engine
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Did you code the quake3 maya importer too? |
Posted January 24, 2010 6:07:17 PM
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nGENE Tech techdemo trailer
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Nice, but why is the video so dark? |
Posted March 19, 2009 5:25:43 AM
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Crysis model viewer
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The C++ viewer won't be released, only the stuff I said in my other post, if I can get some free time to invest on that. |
Posted November 12, 2008 6:24:28 PM
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Crysis model viewer
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I plan to either document what I know (which is mostly extracting the information from pyffi) or port it over to lwjgl. If the latter, I'll do an illustrative applet and release the source. All that depends if I've any free time to work on this... |
Posted November 10, 2008 3:53:14 AM
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Depth Fighting with Blending
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What I usually do, is to draw everything in different passes. First, all opaque objects, writing to the Zbuffer, then all the blended objects (like those decals) only reading from the Zbuffer, but not writing. When you add more stuff you'll see... |
Posted May 18, 2007 6:01:59 AM
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Procedural Textures / Texture Synthesis
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The interface was quite nice actually (but I still prefer my texture generator IDE :D). Basically I saw a few problems, you should fix:
1) Better color selection. You seem to have been inspirated by the ATG (aardbei texture generator) and it's way... |
Posted March 16, 2004 7:02:47 AM
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