Search found 11 matches
- Thu Dec 22, 2005 9:15 am
- Forum: Bug reports
- Topic: bug in the loader (crash)
- Replies: 3
- Views: 469
cannot confim crash.. but strange format
Hi ! I cannot confirm a crash, but the loader does not succeed to load the model. As I looked inside the file, I could see that the "3d3e"-chunk is missing or not on its expected place instead of this there is a "0001"-chunk. So on my computer it does not crash. Where did you get...
- Wed Dec 21, 2005 6:39 pm
- Forum: Advanced Help
- Topic: How to make a scrolling texture for conveyor belt
- Replies: 17
- Views: 2001
texture matrix support would be very nice
I have to agree to Guests statement:
an Interface to the texture matrix would be very nice. Also some Quake3 shader can be supported more easy and a lot of vitality would be added to models and scenes if it were possible.
Peter
an Interface to the texture matrix would be very nice. Also some Quake3 shader can be supported more easy and a lot of vitality would be added to models and scenes if it were possible.
Peter
- Thu Dec 15, 2005 8:06 am
- Forum: Bug reports
- Topic: Transparent Bug when additive blending and FOG enabled
- Replies: 4
- Views: 1117
Transparent Bug when additive blending and FOG enabled
I recently found a bug when you enable additive blending and Fog with another color than black. The additive blending of the fogged texture will result in a "doubled" colorvalue. For better understanding I made some snapshots: bigger screenshot http://img236.imageshack.us/img236/9889/bug16...
- Thu Dec 08, 2005 5:20 pm
- Forum: Advanced Help
- Topic: .3ds displaying problem
- Replies: 3
- Views: 372
- Thu Dec 08, 2005 1:24 am
- Forum: Bug reports
- Topic: terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
- Replies: 14
- Views: 1229
- Wed Dec 07, 2005 9:28 pm
- Forum: Bug reports
- Topic: terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
- Replies: 14
- Views: 1229
@spintz @nico: is there a reason for using 16bit indeces? I think in times of DirectX9, P4 and GBytes of ram some empty 16 bits are not important? I am not very firm with AGP, fast performance rendering, modern GPU workload, so my question is: is this 16 bit limit important for performance/memoryfoo...
- Tue Dec 06, 2005 8:03 pm
- Forum: Bug reports
- Topic: apps don't show up in 32 bit in openGL
- Replies: 6
- Views: 1272
I could be wrong, but I think it is a clear demonstration of different usage for colorcomponents in 16 bit mode: as you see, the opengl-pic has 16 clear levels of grey, so you can think of 16 different intensity levels aka 4 bit per colorcomponent as 4bit * 3 [for RGB ]=12 you can see that openGL is...
- Tue Dec 06, 2005 11:09 am
- Forum: Bug reports
- Topic: terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
- Replies: 14
- Views: 1229
Hi Anaconda! I drew the pixels as you told. It is a very good idea, because I do not need to count the patches ;) So on 256x256 there is only the (0/0)-vertex drawn. The 3 othere edges are not visible. In 257x257 there are two points drawn: (0/0) and (0/1). And to make it totally awesome: In 129x129...
- Tue Dec 06, 2005 4:33 am
- Forum: Bug reports
- Topic: terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
- Replies: 14
- Views: 1229
Hi Anaconda! The sample in V0.14.0 has 256x256 dimension. If I resize it to 257x257 the rendering shows a lot of errors[move near to a low place of the terrainsurface and look up, as the normals of the wrong triangles are facing down], also, if you count the patches in wireframemode, you can see tha...
- Mon Dec 05, 2005 10:01 pm
- Forum: Bug reports
- Topic: terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
- Replies: 14
- Views: 1229
terrainrendering: Last 16 pix of heighmap .. *RESOLVED*
In terrainrendering of the 256x256 pix heightmap only 240x240 pix will render.. so even if the heightmap tiles perfectly, if you place two terrains next to each other, there will be gaps. You can test this behaviour by placing a second terrain 256*<YourScaleFactor> in x or z direction: You will clea...
- Fri Dec 02, 2005 6:01 pm
- Forum: Advanced Help
- Topic: How to rotate a vector around a custom vector (axis)?
- Replies: 5
- Views: 425
How to rotate a vector around a custom vector (axis)?
Here is a step-by-step instruction:
http://astronomy.swin.edu.au/~pbourke/geometry/rotate/
You can also look for the same here:
http://www.mines.edu/~gmurray/Arbitrary ... ation.html
hope that helps!
Peter
http://astronomy.swin.edu.au/~pbourke/geometry/rotate/
You can also look for the same here:
http://www.mines.edu/~gmurray/Arbitrary ... ation.html
hope that helps!
Peter