Search found 1125 matches
- Tue Aug 16, 2016 9:19 am
- Forum: Beginners Help
- Topic: Change FB resolution without resetting
- Replies: 19
- Views: 2324
Re: Change FB resolution without resetting
Don't see why it should be so difficult, at the moment every time the player changes his view resolution he needs to reset the game... very inefficient.
- Mon Aug 15, 2016 11:51 am
- Forum: Beginners Help
- Topic: Change FB resolution without resetting
- Replies: 19
- Views: 2324
Change FB resolution without resetting
Anyone know how to change the main FB resolution in DX mode without resetting and reloading meshes and textures?
- Wed May 18, 2016 8:46 am
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Re: Updated COctreeSceneNode class for Irrlicht 1.7.3
Exactly, it would take me weeks to update 1.8.3 with my additions/changes, and that's if I didn't have any complications with the newer release. The COctree node in 1.8.3 has additional external functions and variables that don't exist in 1.7.3, and the 1.7.3 version in it is buggy when enabling har...
- Wed May 11, 2016 5:15 pm
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Re: Updated COctreeSceneNode class for Irrlicht 1.7.3
yes, these things are ..painfully complicated! :) take a look at their 30MB video, there is a model of a woman in a spanish-style dress, as the woman moves, the dress flys around her, it looks absolutely real, gravity and momentum of the material looks perfect. One life is too short for doing that s...
- Wed May 11, 2016 4:02 pm
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Re: Updated COctreeSceneNode class for Irrlicht 1.7.3
Yes. I guess there is no easy solution.
Have you seen this idea, its really neat, a "cloth" mesh falling into a vase where the code detects the vase edge and deforms the cloth in real-time, running on the GPU.
http://gamma.cs.unc.edu/CSTREAMS/
Have you seen this idea, its really neat, a "cloth" mesh falling into a vase where the code detects the vase edge and deforms the cloth in real-time, running on the GPU.
http://gamma.cs.unc.edu/CSTREAMS/
- Wed May 11, 2016 1:34 pm
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Re: Updated COctreeSceneNode class for Irrlicht 1.7.3
Found the link here: http://www.michaelzeilfelder.de/irrlicht.htm#Models
What's useful is that it also creates the triangle selector list.
What's useful is that it also creates the triangle selector list.
- Fri May 06, 2016 9:28 am
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Re: Updated COctreeSceneNode class for Irrlicht 1.7.3
Thanks for the link, interesting project.
They are using 1.8.2. though...
Someone had a new Octree class that handled the triangle hit list in a much more efficient manner, thought it was on one of the irrlicht admin's website, but can't remember which...
They are using 1.8.2. though...
Someone had a new Octree class that handled the triangle hit list in a much more efficient manner, thought it was on one of the irrlicht admin's website, but can't remember which...
- Tue May 03, 2016 4:01 pm
- Forum: Advanced Help
- Topic: Updated COctreeSceneNode class for Irrlicht 1.7.3
- Replies: 45
- Views: 7145
Updated COctreeSceneNode class for Irrlicht 1.7.3
Anyone know if there is an improved version of COctreeSceneNode compatible with 1.7.3?
I´ve activated hardware buufers and there is a problem with clean-up on LighMapMeshes.
Thought I saw someone had posted an improved version of their website but can't remember where that was.
Thanks.
I´ve activated hardware buufers and there is a problem with clean-up on LighMapMeshes.
Thought I saw someone had posted an improved version of their website but can't remember where that was.
Thanks.
- Tue May 03, 2016 7:29 am
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
Strange that this information can't easily be found on the web, makes programming much more trial and error than it should be, but that's computers for ya!
- Mon May 02, 2016 4:20 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
Well, W is definitely not 1 in the vertex shader on my Windows 10 PCs with nvidia and another with amd drivers, that's for sure!
"W is generally not 1." - generally, is that like sometimes?
Did you find any exact references on this topic for modern GPUs under HLSL 3.0 ?
"W is generally not 1." - generally, is that like sometimes?
Did you find any exact references on this topic for modern GPUs under HLSL 3.0 ?
- Mon May 02, 2016 8:01 am
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
FOrgot to mention, that dividing by .w resulted in a very dark gray scale range, so:- Out.Depth.x = 1.0 - (Out.Position.z/farDepth); // farDepth same as camera far depth float This produces a grayscale from white (at camera) to black (at far point). So what value is stored in .w, and how should it b...
- Sun May 01, 2016 5:19 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
For depth calculation, used for fish collision avoidance. I´ve been trying to find an HLSL reference that gives a good overviews of these values, .z range from -1 to +1, and how .w is calculated, but so far haven't found much. depth = (z/w - near)/(far - near) sounds interesting, the near and far va...
- Sun May 01, 2016 11:57 am
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
Thanks Mongoose7! Sometimes I go code-blind, you know, staring at the same thing so much I miss the obvious! :D Using Out.Depth = (Out.Position.z * Out.Position.w) / canFarZ; Where camFazZ was the depth-camera's far depth, caused incorrect assignment of depth to some objects, but results in a very n...
- Sat Apr 30, 2016 7:29 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
Thanks, I totally missed that!! This is code from another example, where the divide is made as you mention. VS_SHADOW_OUTPUT RenderShadowMapVS(float4 vPos: POSITION) { VS_SHADOW_OUTPUT Out; Out.Position = GetPositionFromLight(vPos); // Depth is Z/W. This is returned by the pixel shader....
- Fri Apr 29, 2016 4:34 pm
- Forum: Beginners Help
- Topic: Scale of cube affecting depth buffer value - weird!
- Replies: 12
- Views: 1549
Re: Scale of cube affecting depth buffer value - weird!
All looks okay, standard proj * view * world. In the vertex shader for depth, I used Out.Depth = (Out.Position.z * Out.Position.w) / canFarZ; Render that in the pixel shader in r g and b for gray scale. Anyone any idea what might cause scaled objects to result in a reduced Out.Depth value, although ...