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Some recent topics started on our forums |
BugSoft-Engine Foliage
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Here you can see several screenshots of our 3D engine called "BugSoft Engine".
The images show the new grass mainly.
It consists of four different bush types. Every bush is unique in its position, so you will always find bush A at position B and... |
Posted July 31, 2007 10:24:10 AM
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BugSoft Engine
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These screenshots show our BugSoft 3D engine.
You can see a terrain based on a 1025x1025 heightmap. The terrain is rendered with shader 2.0 and uses 12 different ground textures. LOD is realized with geomipmapping. Shading is done with a prec... |
Posted April 15, 2007 2:47:49 AM
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BugSoft: Volumetric Clouds
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These screenshots show our new volumetric clouds for the BugSoft-Engine.
The cloud formation is procedurally generated.
The particles of a cloud are rendered via instancing and are lighted in realtime.
The alpha value of particles near the camera... |
Posted December 7, 2006 2:50:34 PM
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BugSoft - The Gathering
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These are Screenshots of our Game-Engine called "BugSoft-Engine".
We are a german development team and we started this project in 2004.
At the moment we are working on the Engine, which supports serveral features yet:
- Terrain based o... |
Posted August 7, 2006 9:24:52 PM
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View All Topics Started By This User
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Some recent replies made on our forums |
dx9 c++ trackmania style track editor
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Your depth buffer is set to 16bit.
Try to change it to D24S8. That will give you much more precision.
m_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
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Posted December 7, 2010 5:43:48 PM
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How on earth is modulo returning this value?
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Itīs totally normal!
20 / 15 = 1 //(+5)
10 / 15 = 0 //(+10)
You canīt divide 10 by 15 so you will get 10 as a result. |
Posted June 29, 2009 4:26:04 AM
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Ugly Artifacts Killing Me
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Direct3D sets the backbuffer color to green and pink in debug mode.
Make sure you run in release mode and test it again. |
Posted February 16, 2009 6:30:27 PM
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Thin lines at Polygon edges - OpenGL
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Set the near clipping plane to 0.1f.
Your value is far too small I think. |
Posted January 4, 2009 8:23:02 PM
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Terrain Lighting
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You can try lightmaps and use one lightmap for all lod states. So you have the best lighting everywhere and popping is barely noticeable. |
Posted December 29, 2008 11:21:57 AM
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Painting terrain texture
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Most people use alphamaps to blend their textures (texture splatting).
So you could use "picking" to get the intersection point of your cursor and the terrain. Once you got it you can transform the world coordinates to texture coordinates so tha... |
Posted November 18, 2008 1:53:43 PM
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HLSL texture don't show, just solid colors and lots of white
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Quote:Original post by Molle85
well, yeah, if you want to use shaders.
Thatīs not true!
You can use shaders without the effect files.
I donīt know why it does not work. Your shader code is ok, it must be something wrong with the direct3d code b... |
Posted June 1, 2008 2:55:49 PM
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HLSL texture don't show, just solid colors and lots of white
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SetTexture() works fine if you change "sampler2D Tex0;" to "sampler2D Tex0 : register(s0);" |
Posted June 1, 2008 11:01:51 AM
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SetTextureStageState
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Iīve posted a really simple shader and the functions you need in your hlsl thread.
Itīs no tutorial but very self explaining i think. |
Posted May 27, 2008 7:19:30 PM
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Fog
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This is not funny at all. |
Posted May 27, 2008 12:34:12 PM
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View All Replies Made By This User
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