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Good Enough?.... Never!

Awe the new extensions to my 8800GTX

Posted by MARS_999, 16 November 2006 - - - - - - · 209 views

I just got the texture_array extension working and I love it... Now for the other extensions. I hope/plan on using the GS to tessellate my terrain to make it look a bit more realistic. I also want to use the float depth buffer also to see what the brings to the table.... Well off to play some more.

I am running with the big dogs now!

Posted by MARS_999, 08 November 2006 - - - - - - · 216 views

I just ordered a BFG 8800GTX card. Hopefully it will be here Friday or Monday. Anyone have any requests?

Get your coded apps ready to run on it. :)

Yippy skippy

Posted by MARS_999, 03 November 2006 - - - - - - · 216 views

Another month has gone by and gotten nothing done due to crap that everyone I know needs help with and overtime at work. What a killer of coding time. I bought the Superbible 3rd edition just to have something new to look at when I am at work. I came across the shadowmapping chapter #18, and the example they have in the code I can't figure out what is going...

Fog and more fog

Posted by MARS_999, 19 October 2006 - - - - - - · 223 views

Another month has gone by again. How time flies when you are having fun. I have another issue and its with my fog. I am trying to add in fog to cover up the skyline/terrain/waterline in the distance. What I have so far is cubes that are placed in a circle around the camera to try and cover up my line problems and have a bit of depth to the fog to allow the...

Wow almost a month since I last posted!!!!

Posted by MARS_999, 25 September 2006 - - - - - - · 179 views

Time flys is all I can say.

Well I have come to the admit defeat and just drop the view I have had in my game and just go with the standard top down look but slightly skewed. The user can move up and down to zoom in a bit and rotate 360 degrees, but no more looking out over the vast landscape. I have determined that shadowmapping unless its PSSM just...

About time

Posted by MARS_999, 31 August 2006 - - - - - - · 207 views

Good grief, I finally got bumpmapping to work with my models and GLSL. I never would have if it weren't for some great people here and at openGL.org who helped me. What space are you in? So many different spaces to deal with. Does anyone have a good cheat sheet on how to determine what space one is in? I could really use it.

I think I fixed a...

New HD

Posted by MARS_999, 21 August 2006 - - - - - - · 193 views

Well I couldn't take it any longer, my old HD speed was killing me. So I bought a new Raptor 16MB 74GB drive and WOW!! This bad boy is faster than lighting. So far I love it, things are loaded NOW. Now maybe I can see how my load times go once I get my desktop back up and running. Anyone know of a good matrix library for GL?

I added multitexturing to...

More fun than I should be allowed to have by Law

Posted by MARS_999, 18 August 2006 - - - - - - · 184 views

Well I got a .dds loader working, but the issue is my textures are flipped on Y axis. So I tried using the GL_TEXTURE matrix mode to flip NO DICE. I guess when using GLSL and not using the texture coordinates that get suppiled by the texture unit I get no difference, but if I use the texture coordinates I supply I can flip textures in the shader with a...

Good bye DX

Posted by MARS_999, 15 August 2006 - - - - - - · 233 views

Well I tried for about 3 weeks now with DX and decided it's not for me. :( I tried and tried to get DIP() to work and couldn't with my grid system. I am sure someone with more experience with DX than me could but no one seemed sure how to help me get it right. I looked on the net for any tutorial on this way of calling DIP() and couldn't find...

Trying to get my rendering working with DX and cul

Posted by MARS_999, 11 August 2006 - - - - - - · 232 views

I am about to pull my hair out!!!!! With DX I am trying to do what I have in OpenGL and its driving me nuts. So far I am trying to use view frutsum culling and patches for my terrain and thats not working out... I can render one huge chunk and when I try to render more than one chunk my mesh is all screwed up! I can't figure out the...

Ugh more headaches

Posted by MARS_999, 08 August 2006 - - - - - - · 151 views

Well I am not sure about the whole DX idea anymore. I just tried running a demo from a book that I bought that was going about rendering terrain the way I pondered a few months ago while I was thinking about moving to DX. The gist is take a large terrain mesh and break it down into patches or grids and render them with LPD3DXMESH per grid. Well the load...

More Progress

Posted by MARS_999, 08 August 2006 - - - - - - · 229 views

Well I have my camera class done now in DX. So movement is more user friendly with mouse/keyboard. I am now moving onto culling the terrain into patches. This will allow me to render larger outdoor areas again. Hoping to have this done tonight or tomorrow sometime. After that its moving onto skydome/water. Fun, fun...

New Computer

Posted by MARS_999, 05 August 2006 - - - - - - · 121 views

Well I bought a HP dv8000 laptop today. I couldn't resist the price on this thing, considering the power it has. I wanted to be able to code when I leave the house or go somewhere for the weekend/week. Nice to have a laptop along side the desktop to gage FPS on a lesser system anyway. Anyway catch you all later...


Posted by MARS_999, 03 August 2006 - - - - - - · 220 views

Well thanks to Evil Steve I got my debugger to work again with DX. Which in turn helped me solve why the DX version of my heightmap loader wasn't working. Argh! Never underestimate the importance of the debugger.

I got my new Zalman fan today, and it was a good move my CPU temps are lower now around 50C under a load vs. 55-60C under a load. Idel around...

Moving onto DX9 Part II

Posted by MARS_999, 01 August 2006 - - - - - - · 253 views

Well so far I like DX, but today I finally got my first terrain mesh rendered and not liking what I am seeing... I am not rendering my skydome, or water as of yet and my FPS is pathetic. I am rendering 33x33 all the way up to 129x129 mesh sizes, due to I am using unsigned short for IBO's and my FPS is around 50fps... With my OpenGL version I am hitting well...

Moving onto DX9

Posted by MARS_999, 26 July 2006 - - - - - - · 217 views

Well I decided to try my hand with DX9 and HLSL. So far I can say its been really fun, and almost to productive... I went from nothing and have a decent framework up and running in DX. I am hoping to have most of my engine up and running with DX within a month or less. I have never coded with DX before but the little bit I have I like it quite a bit. I know...

DX ugh

Posted by MARS_999, 19 July 2006 - - - - - - · 164 views

Well I finished Titan Quest and it was great. I would recommend it to anyone who likes Diablo...

I started looking into coding my engine with DX, and get depressed everytime I look at code to learn what is going on. I feel like I am starting over from the beginning again and it makes me depressed to think I may have to waste 6 months learning DX....

RAM is here

Posted by MARS_999, 05 July 2006 - - - - - - · 188 views

Well my 2GB's showed up today and does make a difference in overall system performance vs. 1GB and my Athlon64 x2. Played some TQ and so far it's rocks. Very much like Diablo2 but better GFX. Somethings are better to like the menus system. e.g. when you are selling or looking at buying items it shows your stats for the current item and the one you are...

Instancing with OpenGL? When?

Posted by MARS_999, 03 July 2006 - - - - - - · 180 views

I know that we are supposed to get some extension from NVIDIA sometime that allows instancing for geometry... I hope this comes out soon so I can implement it into my engine. Fixed an issue with the PPL normal map lighting I was using. I wasn't normalizing the lightVec and was causing my lighting to act all screwy. I did some tests with my VBO/IBO and...

New book and RAM

Posted by MARS_999, 01 July 2006 - - - - - - · 167 views

Just ordered 2GB of Ballistix Tracer RAM, 2 x 1GB sticks to give my Athlon64 x2 more RAM to use. I had 2GB before, but when you fully populate all 4 banks the speed drops to DDR333 and I didn't want that. So doing it correctly this time with 2 sticks. I just picked up "Intro to 3D Game Programming with DirectX9c a Shader Approach" by Frank D. Luna great...