Jump to content

  • Log In with Google      Sign In   
  • Create Account

dragon.R

Member Since 02 Apr 2011
Offline Last Active Oct 21 2013 02:59 AM

Posts I've Made

In Topic: Environment Map for large scale outdoor scene

15 September 2013 - 01:24 AM

In the source engine, for example, map designers place little environment mapping entities which are used as camera positions for generating environment maps that are used on reflective/shiny polygons. Each polygon selects the environment cubemap entity that is closest to its position and uses the cubemap generated from its position - this approximates having each object/surface generate its own environment map.

 

Of course, you would only be generating these environment cubemaps when they are relevant to the perspective of the scene being rendered, and only if an object actually needs one generated.

Thanks for your reply~It's a good solution and I'll try it later.


In Topic: How to deal with mipmaps on the mirrored mesh?

04 September 2013 - 10:04 AM

 

 

maybe you've set the wrong wrapping mode, try GL_CLAMP_TO_EDGE.

 

or your texture has already some dark pixels? in that case you'd need to use a 'dilate' filter to fill all the empty area in your texture. you might not see those pixels if the best mip level is used, but those pixels bleed into really used pixel the further you go down the mip chain (in the end, there is just 1 pixel that is average of the whole texture, not the _really_used_texture_).

 

Yes,the texture have a background color of black. What is the 'dilate' filter ? Can I use this in D3D9 ? Thank you~

 

simply said: for every 'background' pixel search the closest non-background pixel and use that color instead. that's done when you generate the mipmaps. for testing you could e.g. in photoshop select all black areas, apply a blur filter repeatedly until no background color is visible anymore.

 

Thanks~I will try it.


In Topic: How to deal with mipmaps on the mirrored mesh?

04 September 2013 - 04:49 AM

maybe you've set the wrong wrapping mode, try GL_CLAMP_TO_EDGE.

 

or your texture has already some dark pixels? in that case you'd need to use a 'dilate' filter to fill all the empty area in your texture. you might not see those pixels if the best mip level is used, but those pixels bleed into really used pixel the further you go down the mip chain (in the end, there is just 1 pixel that is average of the whole texture, not the _really_used_texture_).

 

Yes,the texture have a background color of black. What is the 'dilate' filter ? Can I use this in D3D9 ? Thank you~


In Topic: FPS rise suddenly every few seconds

28 February 2013 - 06:51 AM

Are you using .NET?

I'm using c++ and D3D 9


In Topic: FPS rise suddenly every few seconds

28 February 2013 - 02:50 AM

Some one said,If  "Maximum pre-rendered frames"  is set to more than one, then the CPU is allowed to start rendering subsequent frames without waiting for the current one to be presented. So I think sometimes my update frame rate may be much higher than the truely display frame rate,at that time the FPS will be rised suddenly.


PARTNERS