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Get to know schupf...  
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Member Since 3/1/2007 12:08:46 PM
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Some recent topics started on our forums
Deferred rendering 2010 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
WinForms Skins 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
Rendering without a swapchain? 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
Near and Far Plane 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
Matrix questions 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
Depth test 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
Which GUI toolkit for editor? 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
DirectX11 with DX10 card? 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
Matrix stacks still relevant? 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
OpenGL Matrix 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 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
Matrix questions 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
Matrix questions 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
Matrix questions 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
Matrix questions 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
Which GUI toolkit for editor? 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
OpenGL Matrix 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
OpenGL Matrix 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
EvoFx Engine Technology Demo 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
Simul Sky Sequencer Could you please give us some information about the techniques you used to create, animate and render the clouds? Which papers you used etc.  
Posted August 29, 2010 8:48:13 AM
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