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Get to know PaulHolverda...  
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Nickname PaulHolverda 
State/Province, Country Zuid-Holland   Netherlands
GD Gathering City Leiden, Zuid-Holland, Netherlands
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Homepage URL home.hccnet.nl/pj.holverda 
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57  
Member Since 4/3/2007 10:06:13 AM
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Some recent topics started on our forums
[Solved]TinyXml problems? Hi all, i've got a small but rather annoying problem, all doubles stored inside a xml file are truncated this for instance <Rotation x="0.204450" y="0.005868" z="148.295303" /> becomes: (0, 0, 148) when parsing while i'm using the foll... 
Posted September 1, 2009 6:53:57 AM
Scaling matrix ofsetted from the origin How to build a scaling matrix, that scales an object that is not located at the orign, right now i'm sucbtracting every coordinate from the center, scale/rotate, and then translate back, i want to combine it one matrix. Paul 
Posted October 12, 2008 4:01:08 AM
map editor map editor, it's got realtime preview of lighting, primitive based all the options, found in your standard quake editor, copying, pasting undo redo, carve etc. Also able to import obj. or 3ds fow now. I'm uing wxWidgets, coz of me coming from a... 
Posted August 24, 2008 3:26:58 PM
omni shadowmaps i'm having major problems with my omni shadowing approach, i just don't seemed to grasp the logic behind it. I'm treating my omnis as 6 spotlights, all pointing in a 90 degrees direction, that works fine, but spots are like perfect cones, i need to f... 
Posted July 2, 2008 3:06:08 PM
fbo question Is it possible to render to another framebuffer object while i'm already rendering to a current one. because in my current design, i have pre-create a few shadowmaps and use them to render to them on the fly. regards, Paul 
Posted June 15, 2008 1:14:59 PM
shadowmapping(Solved) Solved by using this..locigal..ofcourse the shadowmap needs to know the worlds xyz position float depth = texture2D(tex2, texCoord).r; vec4 worldPos = invMat * vec4( (texCoord*2.0)-1.0, depth * 2.0 - 1.0, 1.0 ); //worldPos.xyz /=worldPos.w; v... 
Posted May 22, 2008 1:07:33 AM
deferred shading question(transparancy) it is getting late here, so i try to be quick, i have set up a deffered shading renderer. It works pretty well. But after mainly some trial and errors i having still some problems, after the deferred shading pass. Afterwards i want to drawn the light... 
Posted April 29, 2008 5:28:12 PM
projection texture of fisheye picture hi, i need to project a fisheye texture onto a geometric model, i was thinking of doing it the following way. I click corresponding points in both the fisheye picture and the 3d model. Then i create a unit sphere of the picture( by converting po... 
Posted February 20, 2008 2:48:29 AM
accesing depth information i'm writing a deferred shading renderer, everything works well, except for the part that i need to retrieve the depth information. can i acces this with gl_FragCoord.z ? 
Posted February 17, 2008 3:40:41 AM
casting a char buf[4] into an int hi i need to cast a buffer that i read out at a specific location in a file, i know at that place i stored there an integer so i did this: char buf[4]; if(stream->alTestReadFile(&buf, 4)){ } where the first argument is the adress of th... 
Posted February 5, 2008 4:02:08 PM
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Some recent replies made on our forums
[Solved]TinyXml problems? Edit: i just parse it myself now.. goes fine Edit 2: this fixed everything: setlocale(LC_NUMERIC,"C"); regards Paul [Edited by - PaulHolverda on September 1, 2009 8:22:48 AM] 
Posted September 1, 2009 7:22:55 AM
Scaling matrix ofsetted from the origin it is working now, i've reversed the order mat3*mat2*mat1, and cleared the CACHE, this i morning i started with above order, but it gave me the same results nonetheless, after a full rebuild, it is working okay now, as well is translation and rotatio... 
Posted October 12, 2008 11:21:55 AM
Scaling matrix ofsetted from the origin alMatrix4 mat1, mat2, mat3; mat1.identity(); mat2.identity(); mat3.identity(); mat1.setTranslation(-m_position.getX(), -m_position.getY(), -m_position.getZ()); //translate to origin mat2.scale(m_dragScale.getX(), m_dragScale.getY()... 
Posted October 12, 2008 10:05:17 AM
Font Geometry in the gpu gems 3 there is a good article about it, creating fonts from bezier curves Paul 
Posted September 18, 2008 3:10:03 PM
Cross platform gui toolkit and licence i can also recommend wxwidgets, it is crossplatform, and just as easy to use as Java, i can clearly see that is in development for a long time: Paul  
Posted August 28, 2008 6:05:23 AM
map editor yes, i'm using wxScintilla, for the glsl highlighting, as for the properties, there is wxPropertygrid( available as special download ) i'm btw considering dumping the tree control, coz it's use seem to be somewhat useless in a level-editor( brushes... 
Posted August 25, 2008 9:02:59 PM
omni shadowmaps finally got it working, what i do now, is first render the squared distances into a cubemap, then i use that cubemap later on to compare the distances...seems so easy if you got it working. here are some screenshots as well as the shader code... 
Posted July 4, 2008 12:50:30 PM
omni shadowmaps I'm having a geforce 8600, so depth cube maps are supported, from what i have read, and i'm already rendering to a cubemap, i just don't get it how to figure out when a fragment is in shadow and when not. I thought i would just comparing the distance... 
Posted July 3, 2008 2:44:39 AM
omni shadowmaps This is the Shader sofar but i can't see what i'm doing wrong, any help is appreciated, somehow i think it has todo with this line //shadowColor = shadowCube(tex3, cubecoord).x; Regard Paul float shadowColor = 1.0; vec4 base = textu... 
Posted July 3, 2008 2:19:46 AM
SSAO Quote:Original post by JKlint Yes that image is from my implementation. So far I am the only person to post working source code. Put your money where your mouth is. I will go work on a glsl conversion of malmers code and put it here... 
Posted May 18, 2008 9:00:35 AM
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