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Plerion

Member Since 02 Nov 2009
Offline Last Active May 20 2013 06:22 AM
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Posts I've Made

In Topic: Font rendering with Freetype - Quality problems

19 May 2013 - 01:13 PM

Hey

 

Yes, im using an orthogonal matrix and a viewport according to the window size. About the difference on the cards ive realized that my ATI card runs on double precision while the NVIDIA is not.

 

So ill just stick to the integral values, now that i know it its ok :D

 

Greetings

Plerion


In Topic: Rendering large amount of transparent objects

10 May 2013 - 02:59 AM

Hello

Thanks for your tips. Ive selected two algorithm and will implement them now, hopefully it will help smile.png

Greetings
Plerion

In Topic: Shader program linking issue

10 May 2013 - 02:58 AM

On a sidenote: while(is.good()) is not the way you usually should check and read from the STL streams.
 
	
std::ifstream inFile("Data\\UI\\Debug\\ModelView.js");
char c = '\0';
std::string content;

while(inFile.get(c)) {
	content += c;
}

In Topic: Rendering large amount of transparent objects

09 May 2013 - 10:39 AM

Hello Juliean

 

I have thought of that but when ive drawn the following situation i was thinking it will still give wrong results: Imagine a transparent plane A and another transparent plane B:

A
B
A
B

 

^

|

Camera

 

Now i first render the instances of A (orderd by depth) and the the same for B. Wouldnt the second A (closer to the camera) blend with the other A and not at all with the instance of B further away?

 

Greetings

Plerion


In Topic: ZFighting on ATI, perfect on NVIDIA

30 March 2013 - 04:09 AM

Hi again

 

i decided to work on my NVIDIA graphics card as long as i cant GPU PerfStudio to work as changing the depth buffer wont interfer with that work. I also realized that my problem seems to bigger than i thought. I added my first models to the scene and there everything is even worse, i already added some tweaking with glPolygonOffset which added a lot more pseudo-precision but the results are still way worse than my previous version of the same graphics data with DirectX. Here i have an image:

5156b7ff5a14a_obj.jpg

 

The red line shows the range in which the model flickers. Where it as now is the minimum and it "moves out of the ground" until it reaches the red line if i pan the camera left and right or move it. This is a huge bummer as im only a few units away from the object (my zNear is 0.5 and zFar is 500) and its already that huge. It feels like im having some sort of 8 bit depth buffer...

 

My pixelformat looks like that:

mPixelFormat.cAlphaBits = mPixelFormat.cRedBits = mPixelFormat.cBlueBits = mPixelFormat.cGreenBits = 8;
mPixelFormat.cColorBits = 32;
mPixelFormat.cDepthBits = 24;
mPixelFormat.cStencilBits = 8;
mPixelFormat.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
mPixelFormat.nSize = sizeof(mPixelFormat);
mPixelFormat.iPixelType = PFD_TYPE_RGBA;

 

/EDIT:
Sadly i still am not able to determine what depth buffer is used.... on nvidia i can get parallel nsight, but it wont work as im using VS 2012 and nsight will support VS 2012 in a few months :|

 

Greetings

Plerion


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