|
Some recent topics started on our forums |
friemel
|
gidday, heres something ive been working off + on (mostly off) over the years, friemel.
the premise is as our desire for more + more detail in cgi grows the main limitation is not computing power but memory eg whilst once it was ok to tile... |
Posted December 18, 2005 7:26:49 AM
|
watching scratched dvds
|
a couple of related questions, i watch about 5 films a week, but every 2 weeks theres one i cant watch due to the disc quality. sure i take the disc back + complain + get another film free, but i'ld rather watch the film i initially choose.
A... |
Posted January 23, 2007 2:36:05 AM
|
chris + tim stamper leave rare
|
http://www.gamasutra.com/php-bin/news_index.php?story=12259
IMO the 2 greatest game programmers in history, have left the company they started 25 years ago,
no info on what theyll be doing now |
Posted January 3, 2007 11:01:03 PM
|
Wawwwwwwwww
|
Taking a break from working on my game, ive been puttering around on a few other things, eg different shading method, a AI code compiler and also a couple of games, heres something ive put together (85hours working on it, mostly spent... |
Posted December 19, 2006 12:41:18 AM
|
where are the models?
|
i couldnt see this in the faq
but where are the sites that i can download game charcter models from
ive used polycount in the past but seems now to have the 'be back soon message' (which means years in internet speak)
im looking for doom3 models o... |
Posted November 17, 2006 2:58:18 AM
|
microsoft vc forum
|
i have a couple of question's regarding vc2005 express edition is there a better forum to direct these posts too, ie msvc specfic?
eg
1/ how to have more than the pathetic number of tabbed documents displayed ie i want the same as vc6 with wndtab... |
Posted October 16, 2006 6:57:57 PM
|
WINDOWS: getting the current executing path
|
i know theres _getcwd(..)
but this return's the base directory
eg if im running it from the msvc IDE, i want
C:/APP/debug or C:/APP/release
not
C:/APP which _getcwd(..) returns
thanks zed |
Posted October 13, 2006 6:30:26 PM
|
antialaising filtering kernels
|
does anyone have a link/s to a page that compares various antialaising kernels
from 4 -> 512 samples ie the whole gumut
thanks zed |
Posted September 21, 2006 5:07:04 PM
|
a couple of vc 2005 questions
|
a couple of quick vc2005 questions
A/ how to speed up compiling/linking (im using pch correctly)
but compaired to vc6, copiling is ~50% slower + linking is sometimes ~10x slower eg > a minute compared to ~5secs on vc6 (same project of co... |
Posted September 18, 2006 6:46:47 PM
|
captain courgette
|
Heres the first public release of the shoot-em-up captain courgette, thus it prolly has a few bugs. At the moment its nvidia only so ATI users dont bother downloading. It can be gotten from www.zedzeek.com I would appreciate if u have any ideas... |
Posted September 13, 2006 10:35:10 AM
|
View All Topics Started By This User
|
|
Some recent replies made on our forums |
Problems in conversion
|
for text etc
youre best off setting the frustum to the same size as the window
gluOrtho2d(0,width,0,height);
so whatever u draw at say pos 300,100 appears at 300pixels from the left + 100 pixels from the bottom
|
Posted January 31, 2007 12:08:07 AM
|
CG Shadowing: using multiple lights
|
u havent said what method u use for shadowing
eg shadowmaps, stencil shadows etc
if its SMs then u will need to access a different SM for each light |
Posted January 31, 2007 12:02:58 AM
|
Optimization: Depth Only Rendering Pass
|
perhaps youre doing something like
A/
MultMatrix( mat )
draw mesh
B/
draw mesh
in shader -> mat * vert
whilst logically they should result in the same, in reality cause of the different storage methods it wont
|
Posted January 30, 2007 6:23:37 PM
|
Problems with tangent and bitangent
|
are u sure youre generating the tangents etc correctly?
check out eric lenygels code
also your vertex shader looks over complicated
i believe its better to use texture coordinates to send the tangent/binormal/normal + not gl_Normal etc |
Posted January 30, 2007 3:21:15 PM
|
GL_TEXTURE_RECTANGLE_ARB
|
i dont know what a quadro fx 1500 is
nv3x or nv4x i guess if so then
glewGetExtension("GL_ARB_texture_rectangle") should work
make sure u have the latest drivers for your card print out the gl version string |
Posted January 30, 2007 3:14:18 PM
|
Compression of Fraps movies
|
use an old version of fraps (i have 1.5.10)
+ then u can use virtualdub on the resulting uncompressed avi |
Posted January 30, 2007 3:10:38 PM
|
glDrawPixels/Textures/other method
|
>> GL_TEXTURE_RECTANGLE_ARB
>> but it says error C2065: 'GL_ARB_texture_rectangle' : undeclared identifier
use an extension loading library eg glew / glee
|
Posted January 29, 2007 10:06:55 PM
|
Optimization: Depth Only Rendering Pass
|
u should never see zfighting by drawing the same geometry, ive been doing it for years + never an issue ( in fact in the gl spec IIRC its guarantted to work) . the only cases where it can fail is if the vertices are not the same
(eg clipplanes... |
Posted January 29, 2007 10:04:41 PM
|
Lit Smoke and Post-process effects
|
Quote:Original post by Daivuk
Ok, why using shaders here?
I don't know why people abuse like that on shaders :|. I'm pretty sure the basic lighting shaders in base API are more optimized than any shaders you can make
well with the last genera... |
Posted January 29, 2007 4:26:28 AM
|
silhouette drawing
|
a difficult problem
one method similar to what u said would be set linewidth to 3 + draw the wireframe with a slight negative polygon offset , then redraw the model over the top
anothe possibilty is what i do here (orange outlines over some faces... |
Posted January 28, 2007 10:41:22 PM
|
View All Replies Made By This User
|