Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 16 Jun 2007
Offline Last Active Oct 02 2012 05:17 AM

Posts I've Made

In Topic: Depth_test Enabling renders nothing with LEQUAL or LESS (GL3+)

01 October 2012 - 10:23 AM

Thanks for the help! It was indeed the depth buffer clear set to 0.. Thank you so much, you just released me from a day of pain looking for this problem!

In Topic: Metal surface creation and deforming on hit

01 October 2012 - 10:19 AM

thanks hodgman for the info.
I thought it would be something with soft bodies but have no idea on how to simulate hard surfaces as iron walls.
did some tests with verlet integration and high iterations but didnt get even close also because the relax state of a surface, that in the iron case needs to change as it gets hits and more hits.

i'll see if i can find any info that can help me on dmm page.

thanks again, if you have any other relevant info please let me know

In Topic: gpu skinning +4 bones

19 July 2012 - 02:37 AM

Hey MJP,
The hardware is dx10+. currently I'm sending 2 vec4 along with the vertex layout, e.g. TEXTURE2, TEXTURE3 that gives me 8 bones influences plus 2 others for indices.

Would there be a better way to do this? in a way i could save the 4 texture units?

In Topic: gpu skinning +4 bones

17 July 2012 - 02:53 PM

Hey Wayoff,
After posting it came to mind that i could send another pack of 4 components. I will give this a try and see how this works out!
thanks for the reply!

In Topic: Exporting 3D data from 3ds max

13 March 2012 - 02:12 AM

Look for Assimp library. Could be helpful