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akaitora

Member Since 05 Sep 2008
Offline Last Active May 23 2015 10:44 PM

Posts I've Made

In Topic: Procedural Lightning

22 May 2015 - 12:03 AM

Hey renman29!  That is very kind of you to say and I am glad you liked it!

 

I actually just made a few small adjustments to make more of a dynamic looking energy field.  It uses 2 passes of fractional brownian motion.

 

energyfield_port.png

 

http://xdpixel.com/energy-field/


In Topic: Dot Product 101

16 May 2015 - 11:53 PM

@Lactose, good catch!  It has now been corrected!

 

@frob, fair enough.


In Topic: CullMode Render State In CG Shading Language

16 March 2014 - 07:50 PM

Hey Buckeye!  Thanks for the idea but it didn't work.  Is there a way to mix HLSL render states in with CgFX?

 

I tried using the hlslv profile for my vertex shader hoping I could use directx runtime states but that didn't work either...  =(

pass p1
{
    cullmode = ccw;

    //VertexShader = compile vs_3_0 myvs2( __model, __view, __modelViewProjection, __deltaTime);
    VertexShader = compile hlslv myvs2( __model, __view, __modelViewProjection, __deltaTime);
    PixelShader = compile ps_3_0 myps2(decalSampler, rampSampler);
}

In Topic: CullMode Render State In CG Shading Language

15 March 2014 - 09:13 PM

Any know?  I know CG is no longer supported by NVidia but many a game used CG and this must have been a pretty common operation for effects.


In Topic: Can you do string compares in Shaders?

18 January 2014 - 07:12 PM

Thanks guys.  Bacterius, your explanation makes a lot of sense.  Now I understand why cg has a string data type.  Thanks again!


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