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VISQI

Member Since 02 May 2010
Offline Last Active Jan 12 2013 09:52 AM

Posts I've Made

In Topic: Where to learn UnrealScript?

06 March 2012 - 05:58 PM

thanks man.

In Topic: LockRect() in D3D10?

03 March 2012 - 09:25 PM

For equivalent functions in D3D10, see Map and Unmap.

The format of the texture here is A8R8G8B8; therefore, one texel can be represented as either one 32-bit integer (uint32_t) or four 8-bit integers (uint8_t). The pointer arithmetic in the code first establishes the address of the first texel on the texture; then, it finds the address of the current pixel given the i, j, pitch (number of bytes on a line, including cache and padding) and number of bytes per pixel; finally, the current pixel address is cast to a pointer of 8-bit integers to conveniently access the individual bytes (or color components) within as an array of bytes.

In this case, the red channel is filled with random noise and the rest of the channels are left to zero. Note that since the random integer is established with a modulus of 1000, the random value distribution is uneven (even though the random function would be even) because the maximum value of a byte (aka 8-bit integer in this context) is 255.


very nice, but since we are trying to access all the texels, why are accessing the texels using a uint8_t structure in the beginning. Meaning, why is it that "Pixels" is a uint8_t structure and not a uint32_t structure??

In Topic: Which engine to choose?

03 March 2012 - 07:53 PM

Also, what are the books/tutorials/sites that helped you start with Unity??
One more thing. I don't just want to do small indie projects(which is what Unity is about). So then, is UDK the answer??

In Topic: Which engine to choose?

03 March 2012 - 07:50 PM

Great. so C4Engine is out of the way. Any thoughts on UDK?? a LOT of great games use Unreal technology for a reason.

In Topic: Question of HLSL Syntax...

19 February 2012 - 05:42 AM

thanks for the help, man :)

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