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Some recent topics started on our forums |
Deferred rendering 2010
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Hello,
I have a Direct3D 10 terrain engine and since I want to port the code to DX11 I am thinking about changing and adding some parts of my architecture.
Currently I am doing forward rendering and I am thinking about switching to deferred rende... |
Posted November 21, 2010 12:42:28 PM
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WinForms Skins
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Hi,
I want to skin my WinForms application to make it look darker (similar to this app: http://www.scriptspot.com/files/1/terragen2_ui_thumb.jpg)
Does anyone know some sites with FREE WinForms skins/themes? |
Posted November 22, 2010 2:46:59 PM
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Rendering without a swapchain?
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Hello,
In D3D10 and 11: Is a swap chain absolutely required for rendering? Until now I thought yes. I thought every D3D10/11 rendering has to look like this:
create device
create swap chain
device->renderStuff()
swapchain->present()
... |
Posted November 22, 2010 2:01:42 PM
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Near and Far Plane
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Hello,
I have some little question about Near/Far Planes and NDC:
1) Assume I have a point v in object space and I transform it with the MVP matrix into clip space: u=v*MVP.
D3D clips this point u if:
u.x or u.y is outside [-u.w,u.w] or or u... |
Posted November 21, 2010 10:18:24 AM
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Matrix questions
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Hello,
I have 2 question about OpenGL:
1) When I want to transform a vertex v in Direct3D by 2 matrices it looks this way:
v’ = v*A*B
Mathematically there are 2 ways to compute this:
Step by step:
v'=v*A
v’=v'*B
or with matrix... |
Posted November 20, 2010 6:01:47 PM
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Depth test
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Hi,
a little question about a statement from the OpenGL superbible:
"If the new pixels's z value is higher, it is closer to the viewer and thus in front of the previous pixel, so the previous pixel is obscured by the new pixel"
I am kinda conf... |
Posted November 20, 2010 2:52:58 PM
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Which GUI toolkit for editor?
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Hi guys,
I have a big question that will influence my work for the next years. I have a little 3D-Engine, writte in C++ and DirectX11. Now I want to write an 3D-editor (kinda like crytek's sandbox, but obviously less advanced) and I just can't dec... |
Posted November 10, 2010 1:41:23 PM
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DirectX11 with DX10 card?
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Hello,
I want to delve into DirectX11 development, but I only have a DirectX11 card (Geforce GTX 275) and Windows 7. Can I still develop with DX11 or do I need a DX11 card? |
Posted November 10, 2010 1:31:07 PM
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Matrix stacks still relevant?
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I am currently trying to delve deeper into the OGL API and I have just read a text that says the OpenGL matrix stack is deprecated now. I was really happy when I read this, because I always hated this matrix stack thing in OpenGL.
Anyway, my questio... |
Posted October 17, 2010 9:00:35 AM
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OpenGL Matrix
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Hello,
I am reading a book called "OpenGL SuperBible 5th Edition" and the page 158 tries to explain matrices.
Actually I have a solid understanding of matrices (worked a lot with Direct3D), but this page confuses me.
The code is about a spinning... |
Posted October 16, 2010 4:10:48 PM
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Some recent replies made on our forums |
Deferred rendering 2010
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Thanks for all your replies!
One question: I didn't delve into the details of deferred rendering but it looks like you use determine the "virtual bounding volume" of a light source in screen space and then only draw quads over these spaces. F... |
Posted November 25, 2010 5:17:14 PM
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Matrix questions
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I prefer to totally skip the deprecated stuff and start with the "new" OGL 3.3+ core features. For the math stuff I prefer to use plain math tutorials.
If I see code like this:
Quote:draw_wheel_and_bolts()
{
long i;
draw_wheel();
for... |
Posted November 20, 2010 9:46:21 PM
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Matrix questions
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Ok, I got it now:)
(Even though I refused to read your red book article, because I think the red book is totally outdated and I absolutely HATE matrix stacks!) |
Posted November 20, 2010 9:26:49 PM
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Matrix questions
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Quote:Original post by wolfscaptain
Also notice that matrix multiplication is commutative
No its not. The order DOES matter!
@karwosts: To be honest I am still kinda confused by OpenGL matrices.
In Direct3D everything is from the left to the r... |
Posted November 20, 2010 8:44:26 PM
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Matrix questions
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Hm...
regarding question 2:
The statement calls world coordinate "eye coordinates". I think this is false.
Regarding question 1:
I just want to know in which order I have to multiply matrices in OpenGL. Lets say I have this:
v' = A*B*C*v
so... |
Posted November 20, 2010 8:17:47 PM
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Which GUI toolkit for editor?
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Thanks for all your answers guys:)
I will check out QT the next weeks and if I manage to successfully integrate D3D11 into QT I will stay with it and will be happy that I don't have to write tons of Interop code;)
BTW: SeaBourne, I have sent yo... |
Posted November 12, 2010 6:14:03 PM
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OpenGL Matrix
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I know haegarr, but for ME row vectors (and the according "row matrices") feel more intutive.
When I want to apply a scale, then rotate than translation, I would intuitively write this on a paper:
v*S*R*T, because I read from left to write.
A... |
Posted October 17, 2010 8:49:42 AM
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OpenGL Matrix
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Quote:Original post by TheBuzzSaw
Keep in mind that the matrices work BACKWARD from the way we would logically think of them. Reading your statement as plane English, you are correct: it makes no sense that translating THEN rotating would make the t... |
Posted October 17, 2010 7:03:25 AM
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EvoFx Engine Technology Demo
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All these "the best XX renderer in the world" really makes you look like a 16year old idiot. |
Posted October 8, 2010 4:08:50 AM
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Simul Sky Sequencer
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Could you please give us some information about the techniques you used to create, animate and render the clouds? Which papers you used etc.
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Posted August 29, 2010 8:48:13 AM
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