|
Some recent topics started on our forums |
PSSM shadow problems
|
Hello
I am trying to implement PSSM shadows in the engine and so far most things seem to be correct. There is problem i have with the splits.
The frustum seems to get split correctly but when i sample the shadow maps, things go wrong for all sh... |
Posted October 22, 2008 10:08:42 AM
|
Masters of Belial [XNA]
|
Hi gyes!
This is a screenshot from an indie game i am doing, all done in XNA.
This screenshot features Focused Shadow Mapping with 7x7 PCF and Low Dynamic Range Lighting
Terrain and enviroment objects are all normaled mapped. There are 5 lig... |
Posted February 19, 2008 11:44:33 AM
|
Shadow map Artifact from Self Shadowing
|
Hello everyone
i have a self shadowing problem using shadow maps
the shadows work just fine except some spots which look like in the picture below
www.baltzstudios.com/artifact.jpg
does anyone know whats wrong and how to fix it ? :P
... |
Posted July 2, 2006 6:15:57 PM
|
uploading a struct into HLSL file
|
Hi
I have the following struct and variable in my HLSL file
struct OmniLightStruc
{
float3 Position;
float3 Color;
float Intensity;
};
OmniLightStruc LightPixelOmni[3] : LightPixelOmni;
I have a problem with uploading the data to... |
Posted June 23, 2006 4:16:24 AM
|
C# and MDX slowdown issue
|
Hi
Basically i have a wierd framerate issue. when i start my game with
debugging i get an fps of 150
however if i open the windows task manager up my framerate jumbs up to
300.......
what is going on?
Does anyone know?
Thanks |
Posted April 7, 2006 11:31:59 AM
|
pixel shader won't compile with HLSL
|
Hi
i wrote a pixel shader using HLSL but it won’t compile as it is
float4 PS_Specular(float3 IN_normal:COLOR0, float3 IN_view:COLOR1) : COLOR
{
float3 normal = (IN_normal - 0.5) * 2;
float3 halfangle = (IN_view - 0.5) * 2;
float... |
Posted May 7, 2003 12:05:31 PM
|
pixel shader 1.3 limitation problem
|
hi
when i output from a vertex shader a Light Direction and a vertex normal as TEXCOORD the pixel shader receives those vectors clamped in the 0-1 range
how do get those vectors on a pixel shader without being clamped?
i am trying to conv... |
Posted April 28, 2003 3:03:02 PM
|
screen coords to world coords
|
Hi
does anyone know how to convert screen(mouse) coordinates to world coordinates when using orthographic projection
i would really appreciate it if anyone could help me with this, i’ve looked everywhere for a solution but i couldn’... |
Posted April 6, 2003 11:30:20 AM
|
stack overflow with deep linked list
|
hi
i create a very deep linked list and i get a stack overflow error
this happens only when the linked list is very deep
does anyone know why?
thanks |
Posted March 14, 2003 3:08:17 AM
|
t3d uv coordinates
|
Hi
i am trying to calculate the uv coordinates for every vertex from the unreal t3d format but i have some problems with it
i am currently generating the uv coordinates for every vertex in a face like this
p0 = ORIGIN;
for(int i=0;i = D3DXVec... |
Posted March 8, 2003 11:52:32 PM
|
View All Topics Started By This User
|
|
Some recent replies made on our forums |
PSSM shadow problems
|
Thanks a lot bomb, i took another carefull look at the params of the shader and found something silly!
:P
|
Posted October 22, 2008 5:02:22 PM
|
PSSM shadow problems
|
just to describe the problem again, if the frustum is split in 3 (Red, green, blue)
the red area renders fine, the green and blue area however is all white.
this is where the PSSM calculations are happening
public class PSSMHelpers
{
... |
Posted October 22, 2008 12:34:46 PM
|
Masters of Belial [XNA]
|
ya those umlauts are in the process of removal. i changed the font but now need to update the website :P
You can play daemon and angel heroes. The first angel is the angel of death which looks like the grim reaper with angelic wings.
Baphomet w... |
Posted February 22, 2008 1:03:39 PM
|
Masters of Belial [XNA]
|
the whole level and lights are exported from 3dsmax into the .ase file format and then get converted to a game level.
entities and triggers are "hardcoded" so to speak when the level loads.
for collision i select all the floor triangles i wan... |
Posted February 21, 2008 10:20:50 PM
|
Masters of Belial [XNA]
|
Ya the umlauts need to be removed, they look cool for someone who doesnt speak the language hehe :) but obviously for people who do its a whole different story.
this game is programmed/directed all by me, characters, interface and scene models wer... |
Posted February 20, 2008 12:16:00 PM
|
Masters of Belial [XNA]
|
Thanks for the great comments!
I am gonna move the skinning to GPU sometime next week hopefully!
It's all C#/XNA programmed in visual c# express. Its really amazing what you can do with XNA. Now once microsoft gives me some money, maybe i... |
Posted February 20, 2008 8:11:53 AM
|
HLSL Structures
|
Hi there
i had similar problems awhile ago and the code i use tha works is as follows
float[] omni_light_data = new float[omni_lights.Length * 8];
for (int i = 0; i < omni_lights.Length; ++i)
{
... |
Posted August 31, 2006 5:11:56 AM
|
Shadow map Artifact from Self Shadowing
|
I have been playing with the zbias the last couple of days almost as much as i have with my willy... :P
i guess i will have to move on to techniques such as VSM or PCF
thx for the ideas gyes |
Posted July 3, 2006 7:16:15 AM
|
how to calculate setLookAt() for my models????
|
this is what i do in my game to rotate the model to where the mouse cursor is on the screen.
note that all models look on the +x axis at bind pose otherwise you will get an incorent look at, to fix it you propably will either need to t... |
Posted June 30, 2006 4:35:23 AM
|
[MDX] Forms and SDK versions
|
in the user control code i think there is a problem with this line
this.Invalidate();
in that function
protected override void OnPaint(PaintEventArgs e)
{
}
if you comment out the invalidate it should be fine
|
Posted April 9, 2006 5:01:43 PM
|
View All Replies Made By This User
|