Search found 325 matches
- Thu Nov 20, 2008 2:55 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436531
ok... now i sound noobish... this is what i understand... HDR is blooming the brightpass... and using the LDR to fade into the new luminance, to get the whole gamma adjustment effect... is this correct? No, not quite. Bloom is an effect that works on LDR and HDR, but used correctly it can make HDR ...
- Wed Nov 19, 2008 4:56 pm
- Forum: Project Announcements
- Topic: XEffects - Reloaded - New Release (V 1.4)
- Replies: 826
- Views: 436531
from what I've read LogLuv is the way forward in terms of easy HDR storage with limited render buffer support.
You can fund encode/Decode code int the comments of this blog post:
http://realtimecollisiondetection.net/blog/?p=15
You can fund encode/Decode code int the comments of this blog post:
http://realtimecollisiondetection.net/blog/?p=15
- Sun Apr 20, 2008 4:46 pm
- Forum: Open Discussion and Dev Announcements
- Topic: Open Source
- Replies: 13
- Views: 1836
- Wed Apr 02, 2008 6:20 pm
- Forum: Game Programming
- Topic: safe practice?
- Replies: 0
- Views: 1411
safe practice?
I have a generic structure in C++ that desicribes either a VBO or vertex array in OpenGL. Can I use the void* pointers to vertex/index array (client side) as GLuint's specifying VBO id's when using VBO's? Do I just bitwase & 0xffffffff to use only 32 bits even on 64 bit systems. More importanly....
- Wed Mar 12, 2008 1:06 pm
- Forum: Everything 2d/3d Graphics
- Topic: shadow masks
- Replies: 1
- Views: 1296
shadow masks
I've been reading this PDF on CryEngine2: http://delivery.acm.org/10.1145/1290000/1281671/p97-mittring.pdf?key1=1281671&key2=9942678811&coll=ACM&dl=ACM&CFID=15151515&CFTOKEN=6184618 It mentions Shadow masks. From what I can tell, you render the shadow maps into a depth texture (a...
- Sat Mar 01, 2008 2:31 pm
- Forum: Game Programming
- Topic: Vista safe?
- Replies: 3
- Views: 2348
Vista safe?
How can I create games that are vista compatible? what do I need to be aware about?
I know there is a 'game explorer', but, where do I put my files? How do I find the App Data folder programmatically etc?
Cheers.
I know there is a 'game explorer', but, where do I put my files? How do I find the App Data folder programmatically etc?
Cheers.
- Mon Feb 18, 2008 5:49 pm
- Forum: Everything 2d/3d Graphics
- Topic: Blender Draw Distance
- Replies: 2
- Views: 1878
- Tue Jan 29, 2008 11:48 am
- Forum: Everything 2d/3d Graphics
- Topic: HDR textures
- Replies: 7
- Views: 3107
- Mon Jan 28, 2008 1:32 pm
- Forum: Everything 2d/3d Graphics
- Topic: HDR textures
- Replies: 7
- Views: 3107
I was thinking of using the fake HDR found here: http://www.ogre3d.org/wiki/index.php/Faking_HDR This uses RGBe in the alpha channel. Basically I wanted to know which textures should be encoded this way. once I've encoded them.. can I just expose them (exponential exposure) for LDR use? it should wo...
- Tue Jan 22, 2008 3:06 pm
- Forum: Off-topic
- Topic: How'd you learn to program?
- Replies: 37
- Views: 5709
wow! that's A LOT of things you covered, but one Q. Does that book cover C++ programming? Or is it just about game design? the books code is written in C++. It covers basics of 2d,3d, pointers and resource management etc. The 2nd edition now out even covers networking. Graphics in DX I'm afraid but...
- Mon Jan 21, 2008 10:14 pm
- Forum: Off-topic
- Topic: How'd you learn to program?
- Replies: 37
- Views: 5709
well... [lifestory] I wanted to make may own games so asked around. some one recommended C++ so I got an IDE of the net. Started with simple console apps and learnt the language. Got my hands on a commercial borland C++ builder 4. Then I entered the world of Open Source and the internet. In around 2...
- Fri Jan 18, 2008 12:32 pm
- Forum: Advanced Help
- Topic: custom vertex types
- Replies: 0
- Views: 291
custom vertex types
how can this be done? do I add it into the irr source code (change the enums etc)?
If the extra data is only begin used in a shader could I just overload S3DVertex and do some kind of cast as and when needed?
If the extra data is only begin used in a shader could I just overload S3DVertex and do some kind of cast as and when needed?
- Fri Jan 18, 2008 10:59 am
- Forum: Everything 2d/3d Graphics
- Topic: HDR textures
- Replies: 7
- Views: 3107
HDR textures
When modelling game environments for HDR game play.. what textures need to be in HDR format?
I know EnvMaps need to be.
Does the Lightmap need to be (probably yes ) and does the diffuse map need to be? (I might be able to get away with LDR diffuse).
I know EnvMaps need to be.
Does the Lightmap need to be (probably yes ) and does the diffuse map need to be? (I might be able to get away with LDR diffuse).
- Mon Jan 07, 2008 2:47 pm
- Forum: Everything 2d/3d Graphics
- Topic: directional radiosity
- Replies: 7
- Views: 4042