Jump to content
This is not recommended for shared computers
Sign in anonymously
Don't add me to the active users list
Banner advertising on our site currently available from just $5!
1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!
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.
16 May 2015 - 11:53 PM
@Lactose, good catch! It has now been corrected!
@frob, fair enough.
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... =(
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);
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.
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!
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC