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Get to know programci_84...  
Full Name Rohat 
Nickname programci_84 
State/Province, Country Istanbul   Turkey
GD Gathering City Istanbul, Istanbul, Turkey
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Job Title Electronics Engineer 
Job Description R & D 
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Rating 1132  (Rate this user)
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Member Since 2/23/2009 3:48:03 PM
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Some recent topics started on our forums
[DX9, HLSL] Z-Only Pass: Shader profile issue Hi all, I'm working on Z-Only pass for my forward renderer. I've a vertex shader for filling Z-Buffer: uniform extern float4x4 g_WorldViewProj; void VS_ZOnly (float4 posL : POSITION0, out float4 posH : POSITION0) { posH = mul (posL... 
Posted December 15, 2010 2:30:32 AM
[DX9] Common parameters for all shaders Hi all. Suppose I've more than one shaders and they include an ".fxh" file like this one: //common.fxh uniform extern float3 g_ViewPos; uniform extern matrix g_ViewMat; uniform extern matrix g_ProjMat; //blah blah blah You... 
Posted December 4, 2010 4:04:45 PM
[DX9] Checking whether 2 textures are the same or not. How? Hi all, Is there a way to check whether 2 textures are "exactly" the same? Now I'm thinking an approach like locking all the pixels and checking'em pixel by pixel. But I'm afraid of becoming it too expensive. Please help. Thx. in advance.... 
Posted November 16, 2010 8:25:03 PM
Sort by Material? Hi all, First, I'm not sure that here is the correct place to ask this question. Sorry for that. Anyway... I'm working on my "forward" renderer and now I want to increase rendering performance. What I do is looping through all the m... 
Posted November 17, 2010 3:36:21 PM
Right-Handed to Left-Handed: Any conversion needed? Hi all, Currently I'm working on physics simulation of my renderer and I'm using Bullet. Docs say that Bullet uses right-handed coord system. But D3D uses left-handed one. I think the only difference between'em is the direction o... 
Posted October 28, 2010 2:00:01 AM
[SOLVED] [DX9] Bounding Volumes per subset - Transformations problem Hi all, Currently I'm working on phyics part of my renderer. I'm using nVidia PhysX. I want to render bounding boxes of models as a physics debugging. Now I can create seperate bounding boxes for all subsets of the mesh. But when I transfo... 
Posted October 16, 2010 8:27:38 PM
[DX9]Skinned Meshes: Optimization and Tangent-Space Calculation Hi all, Finally I got HW Skeletal Animation (with HLSL) working for my renderer. But I'm curious about 2 topics about skinned meshes: 1-) This is about tangent-space calculation. If I clone final index-blended skinned mesh with a declaration c... 
Posted September 6, 2010 2:26:36 AM
Strange Performance Increase Hi all, I've a Phong-model lighting shader /w one vertex and pixel shader pair. In vertex shader, I was performing normalization of normal vector. But when I moved the normalization process to pixel shader, a strange FPS increase (57 to 69... 
Posted August 28, 2010 7:19:40 PM
Multiple Lighting /w shaders. What's your suggestion? Hi all, Currently I'm working on my renderer. I preferred using Forward Rendering Method. Now the question comes: What can you recommend me about multiple lighting with shaders? * Single pass, multiple lights: With this approach, I'll d... 
Posted August 16, 2010 2:42:42 AM
JASSAO (Just Another SSAO) Hi all, Don't look at the title, because this is not a "new" approach to SSAO. It's a result of my SSAO experiences. Classical algorithm: With a randomized normal vector lookup texture, view space normalized depth storage and an array of vector... 
Posted August 10, 2010 10:49:20 PM
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Some recent replies made on our forums
Normal Mapping * I think there's no need to lerp UVs. * Are you performing lighting calculations in world space, or in tg. space? Don't forget to transform normal and light direction vectors into the same space. For example, if you get your normal vectors in tan... 
Posted January 7, 2011 2:05:27 AM
VS3.0 support for uniform integer loops (solved) I was getting the same problem with vertex shader-based indexed skinning. The problem was setting an integer value named "g_numBones" from the D3D App. And like yours, in vertex shader, I was iterating some mathematical operations "g_numBones" tim... 
Posted January 3, 2011 2:55:30 AM
Per Pixel Spotlight vs Projective Texturing For spotlight Racedriver GRID uses only one projective textured spot light (with a wide angle of phi) for each car. Look at these pics: Using traditional spotlight equations is performance-friendly, but cannot give you any realism. If you add pro... 
Posted December 29, 2010 5:25:16 AM
Shader for Pixel Based multiple spotlight Here: D3DXVECTOR3 lightPos_VS, lightDir_VS; D3DXVec3TransformCoord (&lightPos_VS, &yourOriginalLightPos, &yourViewMatrix); D3DXVec3TransformNormal (&lightDir_VS, &yourOriginalLightDirection, &yourViewMatrix); ht... 
Posted December 28, 2010 4:58:26 AM
Chicken Utopia Hahahaa! What a nice game idea! :D Very nice graphics and atmosphere. First pic (chiken throws fire from its mouth) made me laugh :D Awesome work! Keep it up! -R 
Posted December 17, 2010 2:00:12 AM
[DX9, HLSL] Z-Only Pass: Shader profile issue Now I understand what's behind that issue. Thank you all! -R 
Posted December 16, 2010 9:00:57 AM
[DX9, HLSL] Z-Only Pass: Shader profile issue Quote:Original post by kauna Are these objects far away or close to the camera? Can you provide a screenshot? This issue is independent from objects' positions. I cannot provide any ss, cuz I'm at work rite now, all the data I need is in my PC at... 
Posted December 15, 2010 10:44:29 AM
DX9 Sprites and Text You mean rendering full screen sprites? If so, you can use either D3DXMatrixTransformation2D() or filling 4 vertices by yourself. Nothing to say about yout 2nd issue. 
Posted December 7, 2010 2:51:27 AM
Texture Alpha Fade Quote:hi, thank, worked, but only changing the color and not the alpha: for(int i=0; i < 4 ; i++) { vtxBillBoard[i].colour = D3DCOLOR_ARGB(100, rand()%256, rand()%256, rand()%256); } why ? Look at your code: You're using ARGB and se... 
Posted November 30, 2010 1:37:39 AM
Mesh rendering problem Sanki sen bunu 3ds Max'ten export etmişsin de normal vektörleri ve UV koordinatlarını ters döndürmüşsün gibime geliyor. Kullandığın aracın export ayarlarına tekrar bir göz at. Modeli right-handed göndermi&... 
Posted November 28, 2010 2:18:15 AM
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