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Member Since 18 Dec 2006
Offline Last Active Dec 21 2011 08:38 AM

Posts I've Made

In Topic: G Buffer

16 December 2011 - 06:46 PM

Have you considered doing pre-pass lighting? It's basically the same as what you conclude, but for all objects in the scene. It uses less render targets (usually just one if you have hardware support for reading depth buffer) that classic deferred rendering, and also enables more variety in the materials (which is sorta that problem you're having).

Probably drawing the emissive mesh a second time is a nice thing (if there aren't too many of them), as it gives you the most flexibiltity. Imagine extruding the triangles and using some fancy-pants shader, you could probably have a volumetric glow rather than a flat emissive.

In Topic: Checkers game - 2D images or 3D models?

15 December 2011 - 11:34 AM

Dirty hack : just scale the checker piece on one axis to become smaller. Circle->Oval->Line->Oval->Mirrored Circle. It's a dirty hack, but you might get away with it.

In Topic: Inspecting Visual C++ exe size

14 December 2011 - 06:21 AM

Thanks guys, you remind me of why this forum is awesome.

@jewzorek You're absolutely right, in the end this will be run on a mobile device, so space is critical. I just wanted to inspect so I can see where stuff is going.

Exe size sometimes does sometimes matter on desktop though, sometimes you want smaller instructions, as it will run faster than less arithmetic due to the instruction cache not being trashed. Loosely related to global exe size (only matters in hot loops though).

In Topic: Visualize purposes of graphics pipeline phases

13 December 2011 - 11:08 AM

Step through an existing application with PIX/gDebugger/Perfhud...

Should show you some nice intermediate data.

In Topic: Sub Frustum Rendering

18 June 2011 - 08:57 PM

Honestly, I have no idea what you're trying to do. Are you frustrum culling? Occlusion culling? Ray tracing?