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ayush3017

Member Since 25 Mar 2010
Offline Last Active Mar 03 2013 06:58 AM

Posts I've Made

In Topic: Ragdoll wrong transformation matrix ruins skinned mesh

14 December 2010 - 06:13 PM

Hey Camus, thanks for the reply. I'll try it and post the results.

In Topic: Ragdoll wrong transformation matrix ruins skinned mesh

12 December 2010 - 06:40 AM

I think I should change my question: How to get transformation from rigid bodies (ragdoll actors) and apply it correctly to skinned mesh??

In Topic: My game doesn't work on other PCs

23 October 2010 - 07:52 AM

Thanks chetan.. It worked like a charm.

In Topic: Sample Reflective shadow maps

09 October 2010 - 05:06 AM

Thanks for the reply. I am getting it somewhat clear :)
But I do have a question. When I was doing my deferred pass I was rendering my light volume geometry like spheres for point lights, cone for spotlights, etc. But in sampling RSM and calculating the contribution, rather then drawing spheres, have to draw a full screen quad right??
Or can it be done by drawing spheres?? If so how??
Thanks.

And also thanks for the SH link, I'll also look into it when I get this RSM stuff working.


In Topic: Sample Reflective shadow maps

08 October 2010 - 03:08 AM

Thanks for the reply.
I know but I was just trying to learn indirect illumination the simple way. And about LPV they go off my head because of SH stuff. I just want to know how can I sample the rsm. LPV is a long way to go. Also my game is built on DX9 so no geometry shader.
Any ideas??

[Edited by - ayush3017 on October 8, 2010 2:08:02 PM]

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