Search found 128 matches
- Sat Jul 06, 2013 4:34 pm
- Forum: Advanced Help
- Topic: What algorithm does copyToScaling use?
- Replies: 3
- Views: 577
Re: What algorithm does copyToScaling use?
Do you know if an implementation for irrlicht? I can't seem to find it.
- Fri Jul 05, 2013 10:50 am
- Forum: Advanced Help
- Topic: What algorithm does copyToScaling use?
- Replies: 3
- Views: 577
What algorithm does copyToScaling use?
And has anyone written a patch that implements any other algorithm like nearest neighbour, bilinear or bicubic?
I'm aware of the box filter one.
Which one do you think is best for creating mip-maps?
I'm aware of the box filter one.
Which one do you think is best for creating mip-maps?
- Tue Jun 18, 2013 4:33 pm
- Forum: Advanced Help
- Topic: iphone ogl-es low fps
- Replies: 10
- Views: 1332
Re: iphone ogl-es low fps
Have you verified you are using hardware vertex buffers?
- Wed May 22, 2013 11:14 am
- Forum: Advanced Help
- Topic: Render to texture while reading from existing framebuffer
- Replies: 2
- Views: 498
Re: Render to texture while reading from existing framebuffe
Thanks I was beginning to suspect that.
- Tue May 21, 2013 10:43 pm
- Forum: Advanced Help
- Topic: Render to texture while reading from existing framebuffer
- Replies: 2
- Views: 498
Render to texture while reading from existing framebuffer
What I'm looking to do is render a load of particles into a texture however still using the framebuffer's zbuffer which hasn't been cleared and then composite that with the main color framebuffer (which already has the scene rendered into it). From looking at the code in the OGL driver it appears th...
- Wed Oct 24, 2012 7:54 pm
- Forum: Advanced Help
- Topic: Blending using multiply
- Replies: 15
- Views: 2767
Re: Blending using multiply
Offcourse, sorry didn't have that much sleep last night
For some reason I just assumed you could only pass dest enums into dest factors etc.
Thanks.
For some reason I just assumed you could only pass dest enums into dest factors etc.
Thanks.
- Wed Oct 24, 2012 2:41 pm
- Forum: Advanced Help
- Topic: Blending using multiply
- Replies: 15
- Views: 2767
Blending using multiply
I want to blend a quad to the framebuffer using this but I can't figure out what I need to do. Basically what I want to happen is if I blend a white quad on an area of the framebuffer then there's no change. If it's black then the result is black i.e. the source is multiplied by the dest. I looked a...
- Mon Sep 10, 2012 3:11 pm
- Forum: Advanced Help
- Topic: z-fighting
- Replies: 1
- Views: 324
Re: z-fighting
Actually ignore that, I've realized you can juse use different materials for the parts that fight with a different polygon offset.
- Mon Sep 10, 2012 3:02 pm
- Forum: Advanced Help
- Topic: z-fighting
- Replies: 1
- Views: 324
z-fighting
Does anyone know a tool for Max to automatically fix a mesh that suffers from z-fighting?
i.e. It's been buillt using shapes like boxes that simply intersect resulting in triangles that are co-planar and very close together which is causing issues at a distance.
i.e. It's been buillt using shapes like boxes that simply intersect resulting in triangles that are co-planar and very close together which is causing issues at a distance.
- Tue Jul 31, 2012 11:41 pm
- Forum: Game Programming
- Topic: Using a clock of code in two places
- Replies: 2
- Views: 1131
Re: Using a clock of code in two places
Thanks.
In the end I only needed to do this 3 times rather than the numerous times I thought I would have to do it (due to a change in the technical requirement) so it became a non-issue.
In the end I only needed to do this 3 times rather than the numerous times I thought I would have to do it (due to a change in the technical requirement) so it became a non-issue.
- Wed Jul 11, 2012 12:57 pm
- Forum: Advanced Help
- Topic: Lightmapping a spline generated track for a racing game
- Replies: 7
- Views: 1079
Re: Lightmapping a spline generated track for a racing game
Is that even possible, I don't have enough background knowledge of lightmapping.
- Wed Jul 11, 2012 12:53 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Light probes
- Replies: 13
- Views: 4298
Re: Light probes
No chance you're willing to share?
- Wed Jul 11, 2012 12:53 pm
- Forum: Off-topic
- Topic: in c++ how do you set the first 4 bits in a byte
- Replies: 8
- Views: 3363
Re: in c++ how do you set the first 4 bits in a byte
Thanks, bit help. I think I even understand what that does
- Wed Jul 11, 2012 12:52 pm
- Forum: Game Programming
- Topic: Using a clock of code in two places
- Replies: 2
- Views: 1131
Using a clock of code in two places
I have some like s32 numPasses = 1; if( something ) numPasses = 2; for(int i=0; i<numPasses; i++ ) { if( i == 1 ) DoSomething(); MainSomething(); } Where I want to be able to change MainSomething. I don't want to use a switch statement or a virtual function or a pointer to a fu...
- Thu Jul 05, 2012 10:36 am
- Forum: Off-topic
- Topic: in c++ how do you set the first 4 bits in a byte
- Replies: 8
- Views: 3363
Re: in c++ how do you set the first 4 bits in a byte
thanks, what would be the functions for adding and getting them individually?