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Some recent topics started on our forums |
DXProf
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Posting this very nice tool here for a friend of mine.
DXProf injects itself into applications that use Direct X for rendering. It analyzes each draw call in every frame and displays performance statistics for those draw calls, overlaying it over... |
Posted February 25, 2010 9:22:36 AM
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Screen Space Water
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Just some recent screenshots from my new water rendering approach. The water is based on volumetric fog and no geometry is rendered for the water - it's a postprocess screen space effect. The method fits perfectly into my deferred shading render... |
Posted February 19, 2008 11:44:21 AM
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ATI GLSL bug?
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I'm having some rather "fun" problems making my application run on ATI hardware. I'm currently on a Vista laptop with a ATI Mobility X1600, and all the latest drivers. Now the problems...
1. Having a variable access an array:
for (int i... |
Posted December 21, 2007 7:15:03 PM
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Terrain engine
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This is my terrain engine developed in C++ using OpenGL.
Current features include:
* Geomipmapping
* HDR
* Ambient aperture lighting for terrain selfshadow
* Stores terrain in VBO using two-float array and unpacks in vertex shader
* Atmoshper... |
Posted July 23, 2007 9:37:14 AM
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Some recent replies made on our forums |
DXProf
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Quote:Original post by spookycat
Tried it but it doesn't do anything at all when I run it on a Windows 7 64bit machine, no window, no task or process shows up in the task manager. Website says it should work on a 64bit machine.
Strange, i... |
Posted February 25, 2010 10:12:24 AM
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Rendering Water as a Post-process Effect
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Great article!
It's actually the very same algorithm I used in one of my demos 1,5 years ago. :)
http://www.gamedev.net/community/forums/topic.asp?topic_id=482962
A trick you can use to improve performance in certain scenarios is to gen... |
Posted June 8, 2009 11:13:54 AM
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Screen Space Water
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Quote:Original post by Antoche
Nice images.
Have you seen this: http://artis.imag.fr/Publications/2006/BD06a/ ?
No, have not seen this. Interesting, but they don't use a screen space approach. Very impressive caustics! |
Posted February 28, 2008 6:08:54 AM
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Screen Space Water
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Quote:Original post by Martin
Thanks for the cool vids, particularly vid2 is quite convincing of displacement.
I think you've invented a very cool technique, it shares alot with parallax mapping (Iteration on a heightfield) but being deferre... |
Posted February 26, 2008 5:57:36 AM
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Screen Space Water
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Martin:
Obviously you won't get real displacement, but it adds depth to the waves - much more so than parallax mapping would. I'm also working on adding a shadow effect on the waves - I think this will make it look even better. |
Posted February 22, 2008 8:30:03 AM
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Screen Space Water
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Thank you all for your interest! Been very busy lately with a seminar, will have more time this weekend :)
Now, to answer some of your questions:
soconne: Hopefully over the weekend :)
pixelperfect:
The water plane is only loosely define... |
Posted February 22, 2008 8:17:52 AM
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Screen Space Water
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Sorry, been busy today so havn't had a chance to reply until now..
Thanks for all your replies!
pixelperfect:
I wouldn't say it's competing with geometry displacement - it's just another approach.
Hodgman:
Yeah, it works like this:
1. Get... |
Posted February 20, 2008 12:36:41 PM
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Screen Space Water
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@pilo:
Thanks! Sorry, no demo available at the moment.
@funkymunky:
Currently no realistic interaction, just dueling heightmaps :)
@pixelperfect:
No, not parallax mapping..
Just uploaded a video (poor quality though):
http://video.goog... |
Posted February 19, 2008 3:05:53 PM
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ATI GLSL bug?
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Quote:Original post by V-man
1. The error message maybe indicating something is wrong with the shader pair (VS, FS). I can't just say it is a driver bug because I don't see all of the code.Well, even this code didn't work:
void main()
{
float... |
Posted December 22, 2007 11:21:17 AM
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Drawing alpha-tested foliage nicely (WARNING: image heavy)
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I don't get any fringes at all, just smooth edges..
screenshot |
Posted July 27, 2007 5:26:27 AM
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