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Member Since 09 Oct 2007
Offline Last Active Oct 25 2012 08:26 AM

Topics I've Started

Move a directional light according to the camera movement

25 October 2012 - 02:33 AM

Given a light direction, how can I move it according to the camera movement, in a shader?
Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional light with a position and a target. From this position and target I've calculated the light direction. Now I want to use the same direction in my lighting equation but, obviously, I want that this light moves correctly with the camera.

How to reproduce the 3ds Max Gradient Ramp effect?

07 August 2012 - 01:27 AM

The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set to spherical environment.
I'm searching for a way to reproduce these effects in a shader (the shader language doesn't matter). Is it possible?
My first idea was to save the Gradient Ramp as a texture: you can see the result in the image below:
Posted Image

It seems to be a Blinn/Newell Latitude Map instead of a Spherical Map, but using the math behind the first, the result isn't correct.

Design a character animation system

04 May 2012 - 12:39 PM

I'm searching for suggestions and resources on the possible ways to design a character animation system. I mean a system built on top of the graphics engine (as graphics engine I use Ogre3D, that provide an animation layer), and that's must be in contact with the logic of the game.
More in detail I'm searching about the action state mechines (or animation state machines), that is build on top of the animation pipeline already provided by the graphics engine. So, a state-driver animation interface for use by virtually all higher-level game code.

It's for a sports title, maybe the question is non trivial.

Bowling physic parameters

02 June 2011 - 10:03 AM

Hi guys, I'm working on a simple bowling game, using Ogre as rendering engine and Bullet as physics engine.
I'm at the point to tune all the physical parameters, but how? Where I can find those?
For example:
- Ball friction
- Ball restitution
- Ball angular damping
- Ball linear damping
- Ball, any other...
- Pins parameters
- Lane friction
- Lane restitution

Deferred Shading: point light and bounding volume

07 May 2011 - 03:56 PM

I'm implementing a simple deferred shading demo in DirectX11, taking inspiration from some know papers and this tutorial made for XNA.
Below you can see three screanshot of the demo, taken in three different modes, and the problem that I've is on the third mode:
1) Standard rendering
2) Deferred rendering, for each light a full screen pass is made. In this mode I obtains a frame rate more slow than standard rendering.

Posted Image

3) Deferred rendering, for each light I define a bounding volume (sphere), and I computes the illumination only on the geometry that is in this volume. But the result is horrible.

Posted Image

So the question is: where is the problem? What I'm doing is wrong?