Search found 2838 matches

by BlindSide
Sat Oct 30, 2010 7:08 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

undulating water surface to simulate waves I'm not sure I get this, can you explain more clearly? I think it's non-trivial to not have a flat plane as the water surface using this method. Btw, do you own a Toyota? :wink: I just meant using the shader in conjunction with geometry-based water surface...
by BlindSide
Thu Oct 28, 2010 8:41 am
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

undulating water surface to simulate waves
I'm not sure I get this, can you explain more clearly? I think it's non-trivial to not have a flat plane as the water surface using this method.

Btw, do you own a Toyota? :wink:
by BlindSide
Fri Oct 22, 2010 4:26 am
Forum: Off-topic
Topic: Hello... :) <-- Vermeer's back.(sort of)
Replies: 7
Views: 1166

Hi :D
by BlindSide
Tue Oct 19, 2010 3:35 am
Forum: Project Announcements
Topic: Character System Demo (feat. Miku Hatsune) MKII
Replies: 41
Views: 18867

Lookin' goooood 8)
by BlindSide
Sun Oct 03, 2010 7:30 am
Forum: Competition Time!
Topic: Screenshot of the Month October 2010 [Winner Announced!]
Replies: 35
Views: 14183

Wow the (shader) level of submissions is certainly rising :D
by BlindSide
Sun Oct 03, 2010 1:00 am
Forum: Off-topic
Topic: Physx capable GeForce 7300!?!?
Replies: 3
Views: 1452

That's rather strange, I would have thought that CUDA support implied physX support. It's possible that in this case it's some non-CUDA option that uses pixel shaders to do the computations? Never heard of this being the case for PhysX though...
by BlindSide
Sun Oct 03, 2010 12:50 am
Forum: Advanced Help
Topic: First Post: Thanks & performance with 1+ million vertice
Replies: 9
Views: 1429

Question is how we would identify the geometry. The pointers are one thing, but which other elements need to be stored? And how to pass along the other things, which can be altered, but use the same geometry buffers. It's definitely possible somehow, but I'm not yet sure when we would come to this ...
by BlindSide
Mon Sep 27, 2010 5:39 am
Forum: Project Announcements
Topic: [Help Wanted] Star Sonata 2 (looking to hire)
Replies: 1
Views: 1761

It's come such a long way since we started, now we just need a little hand getting over the final hurdles as unfortunately I've become too bogged down to contribute much in the project. If you want to be part of a high quality project that I've personally poured a lot of my blood sweat and tears int...
by BlindSide
Mon Sep 27, 2010 1:46 am
Forum: Everything 2d/3d Graphics
Topic: Creating textures on the fly?
Replies: 17
Views: 6687

Wow some of those look like parts of New Zealand/Australia :P
by BlindSide
Mon Sep 27, 2010 1:45 am
Forum: Beginners Help
Topic: Which mesh formats support animation in irrlicht?
Replies: 10
Views: 1431

I highly don't recommend MD2 or MD3, they are outdated formats that use keyframe animation. Try to stick to B3D, MS3D or X.
by BlindSide
Thu Sep 23, 2010 11:06 pm
Forum: Advanced Help
Topic: render target cache system (shadows)
Replies: 9
Views: 1879

Yep, the most important thing to keep in mind is doing a depth test when combining the static and moving buffers, everything else is pretty straightforward.
by BlindSide
Thu Sep 23, 2010 9:05 pm
Forum: Off-topic
Topic: ah, rb, & a tree walk into a bar...
Replies: 4
Views: 843

Hah.. epic.

Wait did this turn into an rb memorial thread!?
by BlindSide
Thu Sep 23, 2010 9:01 pm
Forum: Project Announcements
Topic: irrCg GPU Skinning: v0 - proof of concept
Replies: 3
Views: 2071

Eh the main reason of my post was to share my implementation, which skimming you post I don't see any mention of. Maybe there is something in there that would be useful.
by BlindSide
Thu Sep 23, 2010 8:57 pm
Forum: Project Announcements
Topic: XEffects - Reloaded - New Release (V 1.4)
Replies: 825
Views: 422462

Can you place a breakpoint somewhere after XEffects->update() and make sure that the materials are getting set back to their correct values? What does your draw loop look like?

Also, what are you doing for the terrain, is it excluded from light calculations?
by BlindSide
Thu Sep 23, 2010 8:51 pm
Forum: Advanced Help
Topic: render target cache system (shadows)
Replies: 9
Views: 1879

The depth from the camera will change, but not from the light...

Shadow maps are the depth from the *light* from the *light* point of view. Your view position is irrelevant.