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Get to know pcostasgr...  
Full Name Costas 
Nickname pcostasgr 
State/Province, Country Thessaloniki   Greece
GD Gathering City Thessaloniki, Thessaloniki, Greece
Contact Info
Homepage URL http://yeditek.blogspot.com/ 
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Current Occupation
Job Title Software Engineer 
Job Description Database Development 
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Rating 1015  (Rate this user)
Number Of Posts
In our forums
27  
Member Since 9/15/2007 3:03:06 AM
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Some recent topics started on our forums
Simple Design question about fx file classes I have the following question about designing material classes based on fx. files. Searching in the web I saw that a lot of people are coding each fx file into a class which handles variables, states and all the stuff of a material.This appro... 
Posted March 16, 2009 2:46:42 AM
SSAO directx10 This is a ssao implementation based on a couple of articles I ve found using directx 10. http://www.codeplex.com/XNACommunity/Wiki/View.aspx?title=Screen-Space%20Ambient%20Occlusion%2c%20c%u00f3mo%20implementarlo&referringTitle=SSAO http:/... 
Posted October 30, 2008 8:21:25 PM
Depth error in dx10 md5 model Greedings everyone! I have a small problem with my dx10 md5 loader The problem is that some regions overlap others (things on the back of the model are showed first and stuff like that) when i apply a texture and I do not know what the hell... 
Posted September 22, 2008 11:38:23 AM
Problem with D3DXSaveTextureToFile I am trying to create a post effect, and I have to following problem ,if I use D3DXSaveSurfaceToFile I have the correct screenshot of the screen but when I use D3DXSaveTextureToFile nothing is rendered the code is the following //create te... 
Posted January 17, 2008 2:21:17 PM
Optimization issues on rendering doom3 models greetings i have created a small project which involves of rendering doom3 (md5) models using directx 9c.There is some dynamic lighting and shadowing involved and all this contributes to a low frame rate. I render the triangles by passing them int... 
Posted September 25, 2007 3:46:36 AM
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Some recent replies made on our forums
Simple Design question about fx file classes Thanks you both very much for the answer first a small mistake when I mentioned map I wanted to say map<std::string,ID3D10EffectValue*> but thats not important second I dont thing that these calls are going to be thousands of times in ea... 
Posted March 16, 2009 4:31:09 AM
SSAO directx10 Ok this is my last try I fix some bugs the view direction was totally wrong.I remove the normal difference which was rather stupid did some extra calculations based on http://www.malmer.nu/index.php/2008-04-09_ssao-c-style-pseudo-source-c... 
Posted November 22, 2008 12:36:54 PM
SSAO directx10 Ok this is my last try I fix some bugs the vire direction was totally wrong.I remove the normal difference which was rather stupid did some extra calculations based on http://www.malmer.nu/index.php/2008-04-09_ssao-c-style-pseudo-source-c... 
Posted November 22, 2008 12:36:35 PM
SSAO directx10 Ok this is my last try I fix some bugs the vire direction was totally wrong.I remove the normal difference which was rather stupid did some extra calculations based on http://www.malmer.nu/index.php/2008-04-09_ssao-c-style-pseudo-source-c... 
Posted November 22, 2008 12:36:18 PM
SSAO directx10 ok ill not sleep till I get it done here is the shader if anybody can help I ll appreciate it ;) I ve used a mix of stuff from the following sites http://www.codeplex.com/XNACommunity/Wiki/View.aspx?title=Screen-Space%20Ambient%20Occlusion%2c%20c... 
Posted November 19, 2008 12:05:56 PM
SSAO directx10 I did some work after all the previous comments :) and this is the result i think its almost (not very sure )correct still it is looking more ambient occluded than my first screenshot (which really sucked after all ) 
Posted November 18, 2008 1:09:03 PM
SSAO directx10 Found a mistake in the ssao shader instead of getting the depth I was getting the normal also I fix (I think I did) the view directin vector to the far frustrum plane. 
Posted November 5, 2008 2:43:59 PM
SSAO directx10 Truly appreciate all the answers .Ill keep working on it.Strongly believe on the last comment the normals are wrong 
Posted November 3, 2008 5:32:43 AM
A Hobbyist Game Engine Post Mortem This is a great article cause there are many people including me who are trying to write a 3d engine in their spare time .I am a software engineer but in a different field than 3d graphics,my professional interests are oracle development and ERP sof... 
Posted October 31, 2008 7:33:33 AM
SSAO directx10 No it is not directional lighting,just the depth data and normal info Maybe some of my calculations are wrong (Iam a hobbyist after all) any suggestion ;;;.Bummer and I was so happy about that :) I see what u mean u are more than right .something i... 
Posted October 31, 2008 4:44:01 AM
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