Search found 7 matches
- Thu Oct 20, 2005 3:59 am
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14766
well, if this helps anyone, I solved (at least for me) the problem with the code in C++. The only change that needs to be made is: In the modified headers, the class permission labels juggle where there's modifications. For example: Public: insert code here Private: insert code here Public: insert c...
- Mon Oct 17, 2005 10:08 pm
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14766
- Mon Oct 17, 2005 9:59 pm
- Forum: Advanced Help
- Topic: bone animations
- Replies: 34
- Views: 14766
- Mon Oct 17, 2005 7:44 pm
- Forum: Advanced Help
- Topic: what does the term "billboard" mean, please?
- Replies: 2
- Views: 258
- Sun Oct 16, 2005 7:24 pm
- Forum: Beginners Help
- Topic: blinking light ???
- Replies: 5
- Views: 405
f32 Radius Radius of light. Everything within this radius be be lighted. I'm pretty sure you just covered it right there. If the light has 0 radius, it's not going to be producing light. If you continually modulate the radius you'll get a pulsing effect of sorts. Combine that with modifications to ...
- Sun Oct 16, 2005 7:11 pm
- Forum: Open Discussion and Dev Announcements
- Topic: OpenGL or DirectX ?
- Replies: 42
- Views: 3835
yeah it is, maybe DirectX doesn't take overclocking too well. I know doom3 doesn't handle it well at all, and it is pretty dependent on direct x. If I set my clock rates at more than +10 on the core clock and +30 on the memory clock doom will crash every time. Though there's no point in overclocking...
- Sun Oct 16, 2005 2:53 am
- Forum: Open Discussion and Dev Announcements
- Topic: OpenGL or DirectX ?
- Replies: 42
- Views: 3835
For me on an nVidia 7800, the difference is pretty massive. OpenGL is usually 50% faster than DirectX. That's a pretty huge difference. Except for some reason when it comes to shadows, which is weird. Projective textures with OpenGL don't hit the framerate, but use shadows and then it will run sligh...