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Get to know KDSBest...  
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Nickname KDSBest 
State/Province, Country Nordrhein-Westfalen   Germany
GD Gathering City Cologne, Nordrhein-Westfalen, Germany
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Rating 994  (Rate this user)
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65  
Member Since 11/11/2005 5:55:47 AM
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Some recent topics started on our forums
SouskeWhiteDragon Engine v0.2 Beta Hi, I'm writing an 3D Game Engine and some Games with it of couse with my friends. The Engine uses OpenGL. This Picture is my Normal Mapping and Material Script Demo. This is the first nice Demo ;). I killed the last thread because, this P... 
Posted April 5, 2007 12:07:22 AM
GL_TEXTURE Matrix Hi, if i use glMatrixMode(GL_TEXTURE) with shader, do i have to calculate the shader transformation in the shader or can i use the shader as normal and opengl does the calculation? If i have to calculate it in the shader, how? Thx 
Posted April 9, 2007 6:39:21 AM
Shadow Map Hi, i rendered my shadow map with that shaders. void main( in float4 position : POSITION, out float4 positionOUT : POSITION, out float3 lightVector : TEXCOORD0, uniform float4 lightPosition, const uniform float4x4 model_view_proje... 
Posted April 7, 2007 12:32:13 PM
CubeMap for Omnidirectional Light (Solved) Hi, i have a question i doesn't work very well. my framebuffer object is create glGenFramebuffersEXT(1, &this->ID); glGenRenderbuffersEXT(1, &this->dbID); glGenTextures (1, &this->texID); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, th... 
Posted April 6, 2007 7:43:01 PM
SouskeWhiteDragon Engine Hi, I'm writing an 3D Game Engine and some Games with it of couse with my friends. The Engine uses OpenGL. This Picture is my Normal Mapping and Material Script Demo. This is the first nice Demo ;). The Engine will support: - Frustum Cu... 
Posted April 3, 2007 1:23:01 AM
Getting a sponsor or something like that Hello, my name is Kevin. Story and Battle Systems ... are all finished! I'am working with a team and we used Ogre Engine. Our Models are about 2+ mio. polygons with displacement mapping of course. And we managed HDR Lightning. The pro... 
Posted August 15, 2006 7:33:58 PM
RayTracer in C# Hi, i wrote an RayTracer 2-3 years ago, but the source was not really clean. So i started a new RayTracer in C#. It took me 12 Hours the whole night ;). But the result is not bad. Reflection, Refraction and Diffuse Material is build in. ... 
Posted December 11, 2005 11:51:59 AM
Catmull-Clark Implementation I Did an Catmull-Clark implementation, but i changed the Algorithm from Quads to TriAngles so there is no problem to use it in DirectX. The Featured Image is the 6. Iteration but with FillMode.Point ;). I forgot to say. Catmull-Clark is an S... 
Posted April 23, 2006 5:49:35 PM
Textures Hi, i use dev.SetTexture(0, tex1); then i render a triangle works dev.SetTexture(0, tex2); then i render the second triangle and the second triangle used tex1. Can't i change the texture by dev.SetTexture(0, tex); ???  
Posted December 27, 2005 1:32:23 PM
C# RayTracer2 I changed the whole scene and added some modifikations to my RayTracer. Later i will post a Demo of it. E-Mail to kdsbest@gmx.de and i will send you an 1024x768 Picture of it ;) THX for looking 
Posted December 11, 2005 5:06:12 PM
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Some recent replies made on our forums
who knows about OPENGL ES? ES only means Embedded Systems, which are microcontroller and so on. It is for graphic programming on mobile phones etc. You should read this: http://www.khronos.org/opengles/ 
Posted April 14, 2007 2:34:50 AM
Strange shading results. because of the uv koordinates, some vertizes at the same point didn't share the same point as they should. 3DS is a little buggy with it. 
Posted April 14, 2007 2:32:50 AM
SOLVED ::::Of glenable and gldisable if i get your point use this in your render loop if(GetAsyncKeyState(VK_A)) { glDisable(GL_LIGHTING); } if(GetAsyncKeyState(VK_B)) { glEnable(GL_LIGHTING); } 
Posted April 14, 2007 2:29:45 AM
GL_TEXTURE Matrix THx phantom this, was exactly the answer i was looking for. And great THx to you MARS for your nice answers. 
Posted April 12, 2007 11:39:57 AM
Render to Cubemap huge Performance loss I render shadow maps in the cubemaps vor omnidirectional shadow mapping and i didn't lose that much fps. It has to be in the render code, because you init code is just fine. FBO rendering and normal rendering are different with the extension support... 
Posted April 12, 2007 11:36:42 AM
Strange shading results. which format do you use .max or .3ds or what? 
Posted April 12, 2007 11:31:57 AM
SouskeWhiteDragon Engine v0.2 Beta From Scratch with OpenGL, i didn't get your point. It uses Lua, FreeImage and OpenGL the rest is all my programming. 
Posted April 12, 2007 5:21:53 AM
GL_TEXTURE Matrix I just wanted to know if i use GL_TEXTURE, if i have to use it in the shader or if opengl use it before my shader is used. But thx for your time my shader works nice. 
Posted April 11, 2007 7:07:31 AM
Combining two blending functions If i understand your question, you can render all transperent sprites in a FBO and then render the lightning stuff with the oter blending method. 
Posted April 10, 2007 5:49:25 AM
GL_TEXTURE Matrix I want to do it in the vertex shader, but du i have to multiply texcoords with the GL_TEXTURE_MATRIX in the shader or not? 
Posted April 10, 2007 12:53:12 AM
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