Search found 325 matches

by JPulham
Thu Nov 20, 2008 2:55 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422269

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 ...
by JPulham
Wed Nov 19, 2008 4:56 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422269

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
by JPulham
Thu Jun 05, 2008 4:04 pm
Forum: Off-topic
Topic: Lynx
Replies: 6
Views: 1171

I prefer 'links'... has graphics mode that uses the framebuffer!!!
we're getting into high tech stuf here :P
by JPulham
Sun Apr 20, 2008 4:46 pm
Forum: Open Discussion and Dev Announcements
Topic: Open Source
Replies: 13
Views: 1680

I like open source because I gives you a chance to learn from others. It also enables us to develop a lot faster that if development was restricted to only a few paid programmers (although the argument goes the other way, depending on how popular the software is).

Also cuz I'm cheap :D
by JPulham
Wed Apr 02, 2008 6:20 pm
Forum: Game Programming
Topic: safe practice?
Replies: 0
Views: 1393

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....
by JPulham
Wed Mar 12, 2008 1:06 pm
Forum: Everything 2d/3d Graphics
Topic: shadow masks
Replies: 1
Views: 1264

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...
by JPulham
Sat Mar 01, 2008 2:31 pm
Forum: Game Programming
Topic: Vista safe?
Replies: 3
Views: 2297

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.
by JPulham
Mon Feb 18, 2008 5:49 pm
Forum: Everything 2d/3d Graphics
Topic: Blender Draw Distance
Replies: 2
Views: 1848

if you go to the edit panel with the camera selected there is a near and far value you can edit.
by JPulham
Tue Jan 29, 2008 11:48 am
Forum: Everything 2d/3d Graphics
Topic: HDR textures
Replies: 7
Views: 2979

basically my game offers HDR/LDR options. All surfaces use a shader (directional radiosity and shadowmapping). The shader can then use either HDR textures and render to a 'fake' HDR target, which is used in combo with a bloom shader, or the LDR equivilent uses LDR textures and no bloom.
by JPulham
Mon Jan 28, 2008 1:32 pm
Forum: Everything 2d/3d Graphics
Topic: HDR textures
Replies: 7
Views: 2979

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...
by JPulham
Tue Jan 22, 2008 3:06 pm
Forum: Off-topic
Topic: How'd you learn to program?
Replies: 37
Views: 5158

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...
by JPulham
Mon Jan 21, 2008 10:14 pm
Forum: Off-topic
Topic: How'd you learn to program?
Replies: 37
Views: 5158

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...
by JPulham
Fri Jan 18, 2008 12:32 pm
Forum: Advanced Help
Topic: custom vertex types
Replies: 0
Views: 250

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?
by JPulham
Fri Jan 18, 2008 10:59 am
Forum: Everything 2d/3d Graphics
Topic: HDR textures
Replies: 7
Views: 2979

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).
by JPulham
Mon Jan 07, 2008 2:47 pm
Forum: Everything 2d/3d Graphics
Topic: directional radiosity
Replies: 7
Views: 3967

I thought each face on the ambient cube was 1px (an average of the full render)