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Get to know Tomasz Dabrowski...  
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Nickname Tomasz Dabrowski 
State/Province, Country Warszawa   Poland
GD Gathering City Warsaw, Warszawa, Poland
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Member Since 7/19/2008 7:58:16 AM
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Some recent topics started on our forums
Deferred Global Illumination I started new GI renderer, using OpenGL 3.2. I create multiple point lights to simulate GI, and use deferred shading to render them. With nv_explicit_multisample, I have real antialiasing (not edge-blur-filter). http://dabroz.scythe.pl/2009/09/15/de... 
Posted September 16, 2009 4:45:34 PM
FPS game This is pretty old screen, beginning of October 2009. Its basically dynamic-only lighting (but no deferred lighting at that time) with SSAO. HUD was added as separate layer (we were testing a lot of different HUDs at that time). Map was created in Va... 
Posted January 4, 2010 9:48:54 AM
FBO + multisample + RA textures I have problem with using RA (LUMINANCE_ALPHA) textures with FBO & multisampling. If I create RA16F multisample rendertarget and render scene and then downsample it to "normal" RA16F rendertarget, I lose alpha channel. However, if I use RGBA16F a... 
Posted June 27, 2009 1:29:10 PM
CG doesn't work with OGL 3.0 /OGL 3.1Forward Context If I create normal OGL context (without using WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB) everything works fine. But with WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB set, CG finds no profiles (PROFILE_UNKNOWN) and doesn't work at all. Also generates some OGL... 
Posted June 27, 2009 1:25:57 PM
Setting matrices in CG very slow I have a performance issue in my OpenGL application. I am rendering objects using VBO but FPS is very low. I found that the code responsible for this slowdown is cgGLSetMatrixParameterfc. I used is to pass transformation matrix from physics en... 
Posted July 19, 2008 8:10:07 AM
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Some recent replies made on our forums
FPS game Map geometry is stored just as triangles. Additionally we store pre-cooked PhysX static mesh and recast+detour navigation data. 
Posted January 4, 2010 4:16:36 PM
Deferred Global Illumination Hello, unfortunately the only known driver to support OpenGL 3.2 is Nvidia 190.57. Anything else crashes. I backported it to OpenGL 3.1 and while it works on most new NV drivers, still crashes on ATI. I will post full source code soon,... 
Posted September 26, 2009 6:58:48 PM
[Solved] OpenGL picking and more OnMouseClick (x, y): SetShader("color_picking"); RenderScene(); object * o = GetObjectFromColor(GetColor(x, y)); 
Posted September 17, 2009 9:24:41 AM
Deferred Global Illumination I fill the scene with lights as evenly distributed as possible. There are no secondary bounces -- this would increase number of lights to unacceptable number (too many lights and scene starts to look like low-res photon mapping, a lot of little splas... 
Posted September 17, 2009 6:19:49 AM
[Solved] OpenGL picking and more Color picking is just fine and easiest to implement. 
Posted September 16, 2009 7:59:11 PM
deffred lighting and Anti-alising You can read my little tutorial: http://dabroz.scythe.pl/2009/09/16/explicit-multisample-real-antialiasing-in-deferred-shading 
Posted September 16, 2009 5:18:06 PM
Protecting shader code? Sure, and what next? This? glCompileShader(...) glCompileShader(...) glLinkProgram(...) glConnectToDRMServer(...) glAuthorizeShader(...)  
Posted September 16, 2009 7:41:06 AM
GL_SMOOTH - Not so smooth ? Sorry, didn't notice that. Well is rather seems that you are assigning normals to incorrect vertices so normals are smooth but broken. 
Posted September 11, 2009 12:33:24 PM
GL_SMOOTH - Not so smooth ? In order to have smooth faces, you need to specify per-vertex normal (as opposed to per-face normal you have now). 
Posted September 11, 2009 9:52:55 AM
Choosing the Best Rendering Techniques Maybe you could store mesh data in VBO, and all displacement data in a texture (applied to model in vertex shader). 
Posted July 14, 2009 4:07:02 AM
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