I did this with Newton Game Dynamics a while ago:
http://img153.imageshack.us/img153/8427/out21024ph8.jpg
http://img183.imageshack.us/img183/2527/out104fs3.png
Crappy 2 minute AO:
http://img3.imageshack.us/img3/7898/out11024.png
Took 2 days to write the full thing, multithreaded and all ...
Search found 122 matches
- Mon Feb 23, 2009 1:32 am
- Forum: Open Discussion and Dev Announcements
- Topic: Ideas on RTRT and PhysX
- Replies: 6
- Views: 2117
- Mon Feb 23, 2009 1:27 am
- Forum: Off-topic
- Topic: XYZ coordinates
- Replies: 10
- Views: 3237
Re: XYZ coordinates
Those two are the same coordinate systems. The second image is just rotated.MarcinS wrote:
becosue in my Physics classes (studies) we use such version :
![]()
- Wed Jul 16, 2008 7:56 pm
- Forum: Game Programming
- Topic: KeyMapping, UserActions and LUA
- Replies: 2
- Views: 1653
- Sun Jul 13, 2008 6:22 pm
- Forum: Code Snippets
- Topic: Projectile launch from gun barrel (PhysX)
- Replies: 1
- Views: 2325
- Sun Jun 29, 2008 2:00 am
- Forum: Code Snippets
- Topic: Displaying Newton's ConvexHull in Irrlicht
- Replies: 4
- Views: 2034
- Sat Jun 28, 2008 3:50 pm
- Forum: Code Snippets
- Topic: Displaying Newton's ConvexHull in Irrlicht
- Replies: 4
- Views: 2034
- Tue Jun 17, 2008 12:40 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 21210
Re:
I'd encourage you to optimise it! Also, I'd like to see this integrated into Irrlicht. Why?
Because I think animated meshes could benefit from this. Tell me if it's nonsense. Animated meshes are changing every frame, so - I guess - they won't benefit from VBOs at all. Hence there this technique ...
Because I think animated meshes could benefit from this. Tell me if it's nonsense. Animated meshes are changing every frame, so - I guess - they won't benefit from VBOs at all. Hence there this technique ...
- Mon Jun 16, 2008 12:02 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 21210
- Sun Jun 15, 2008 5:53 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 21210
- Sun Jun 15, 2008 11:20 am
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 21210
@agi_shi : when you are saying "winding order culling" you are referring to the backface culling ? node->setMaterialFlag(video::EMF_BACK_FACE_CULLING, true); specifically this flag ? which as far as i can understand is described in this link : http://msdn.microsoft.com/en-us/library/bb204882(VS.85 ...
- Sat Jun 14, 2008 6:11 pm
- Forum: Code Snippets
- Topic: Per Face Culling
- Replies: 42
- Views: 21210
497 FPS with per face culling
594 FPS with native hardware vertex winding culling
There is no possible way that locking a mesh for thousands of dot products per frame and then re-uploading it to the GPU card is faster than native GPU winding order culling with over drawing. Why? Because these days ...
594 FPS with native hardware vertex winding culling
There is no possible way that locking a mesh for thousands of dot products per frame and then re-uploading it to the GPU card is faster than native GPU winding order culling with over drawing. Why? Because these days ...
- Fri Apr 25, 2008 1:28 am
- Forum: Off-topic
- Topic: Radiosity in Real time! (Perfect lighting :-D).
- Replies: 6
- Views: 1525
Didn't Lightsmark do this and much more quite a while ago (via Lightsprint)?
- Tue Apr 08, 2008 7:32 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 25154
- Sun Apr 06, 2008 10:43 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 25154
- Sun Apr 06, 2008 8:03 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Why doesn't Irrlicht use STL?
- Replies: 142
- Views: 25154
