Jump to content

  • Log In with Google      Sign In   
  • Create Account

#ActualSteve_Segreto

Posted 09 December 2012 - 03:44 PM

Hi Lemmi,

I don't quite know how to say this, so I'll just say it. Please don't take offense.

What you have attempted to do is quite legitimate. It is very common to integrate other programmer's code into a larger codebase. However it does require a bit of practice and organization to be successfull. I notice that you have tinkered with things and crossed your fingers in places. That is a painful and "tweak-based" approach that may never work.

When you integrate untested code and then it doesn't work as expected, you are stuck trying to determine if the original code did not work or if your integration failed. I have actually integrated Catalin Zima's deferred rendering with point lights before and I can tell you it works.

So what you will need to do is step back. Take the original code and place it in a small stand-alone project where you can compile it and execute it so you know what to expect when your conversion to what appears to be DX11 progresses. Once you have confidence and proof that the original source code works EXACTLY the way you want it to, then you can begin porting it over to your larger codebase. Test everything every step of the way, take small steps and immediately stop and fix any problem no matter how small, keeping the original source code as your reference.

It's a painstaking process, if you integrate other people's code 100 times or more, you may get to the level of experience where you can just "do it" without having to take all the little in-between steps, but if you mess up your on your own Posted Image

EDIT:

Btw - Ultimately I used Catalin Zima's deferred rendering as a framework, customized for my project's needs. The point lights were functional, but had severe artefacts when viewed from large z distances, so I wound up integrating MJP's position from depth learnings into the system which gave me more precision and crisper point lights from really far away.

Some cheesy videos I threw together to try to show the point lighting:




#3Steve_Segreto

Posted 09 December 2012 - 02:19 PM

Hi Lemmi,

I don't quite know how to say this, so I'll just say it. Please don't take offense.

What you have attempted to do is quite legitimate. It is very common to integrate other programmer's code into a larger codebase. However it does require a bit of practice and organization to be successfull. I notice that you have tinkered with things and crossed your fingers in places. That is a painful and "tweak-based" approach that may never work.

When you integrate untested code and then it doesn't work as expected, you are stuck trying to determine if the original code did not work or if your integration failed. I have actually integrated Catalin Zima's deferred rendering with point lights before and I can tell you it works.

So what you will need to do is step back. Take the original code and place it in a small stand-alone project where you can compile it and execute it so you know what to expect when your conversion to what appears to be DX11 progresses. Once you have confidence and proof that the original source code works EXACTLY the way you want it to, then you can begin porting it over to your larger codebase. Test everything every step of the way, take small steps and immediately stop and fix any problem no matter how small, keeping the original source code as your reference.

It's a painstaking process, if you integrate other people's code 100 times or more, you may get to the level of experience where you can just "do it" without having to take all the little in-between steps, but if you mess up your on your own Posted Image

EDIT:

Btw - Ultimately I used Catalin Zima's deferred rendering as a framework, customized for my project's needs. The point lights were functional, but had severe artefacts when viewed from large z distances, so I wound up integrating MJP's position from depth learnings into the system which gave me more precision and crisper point lights from really far away.

#2Steve_Segreto

Posted 09 December 2012 - 02:11 PM

Hi Lemmi,

I don't quite know how to say this, so I'll just say it. Please don't take offense.

What you have attempted to do is quite legitimate. It is very common to integrate other programmer's code into a larger codebase. However it does require a bit of practice and organization to be successfull. I notice that you have tinkered with things and crossed your fingers in places. That is a painful and "tweak-based" approach that may never work.

When you integrate untested code and then it doesn't work as expected, you are stuck trying to determine if the original code did not work or if your integration failed. I have actually integrated Catalin Zima's deferred rendering with point lights before and I can tell you it works.

So what you will need to do is step back. Take the original code and place it in a small stand-alone project where you can compile it and execute it so you know what to expect when your conversion to what appears to be DX11 progresses. Once you have confidence and proof that the original source code works EXACTLY the way you want it to, then you can begin porting it over to your larger codebase. Test everything every step of the way, take small steps and immediately stop and fix any problem no matter how small, keeping the original source code as your reference.

It's a painstaking process, if you integrate other people's code 100 times or more, you may get to the level of experience where you can just "do it" without having to take all the little in-between steps, but if you mess up your on your own Posted Image

#1Steve_Segreto

Posted 09 December 2012 - 02:10 PM

Hi Lemmi,

I don't quite know how to say this, so I'll just say it. Please don't take offense.

What you have attempted to do is quite legitimate. It is very common to integrate other programmer's code into a larger codebase. However it does require a bit of practice and organization to be successfull. I notice that you have tinkered with things and crossed your fingers in places. That is a painful and "tweak-based" approach that may never work.

When you integrate untested code and then it doesn't work as expected, you are stuck trying to determine if the original code did not work or if your integration failed. I have actually integrated Catalin Zima's deferred rendering with point lights before and I can tell you it works.

So what you will need to do is step back. Take the original code and place it in a project where you can compile it and execute it so you know what to expect when your conversion to what appears to be DX11 progresses. Once you have confidence and proof that the original source code works EXACTLY the way you want it to, thne you can begin porting it over to your larger codebase. Test everything every step of the way, take small steps and immediately stop and fix any problem no matter how small, keeping the original source code as your reference.

It's a painstaking process, if you integrate other people's code 100 times or more, you may get to the level of experience where you can just "do it" without having to take all the little in-between steps, but if you mess up your on your own :)

PARTNERS