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Member Since 29 Jul 2001
Online Last Active Today, 09:35 PM

#5162799 How can i have a softer Skin using BRDF

Posted by on 25 June 2014 - 11:06 AM

@Promit Yes, the falloff is very harsh, and without specular too (it stay the same). Do you know another diffuse equation i can use to have something softer ?
At risk of revealing my mountain man situation of being trapped on mobile ... I just like gamma space half lambert, as described in the HL2 slides.
	float ndotl = dot(N, L1);
	//compute half lambert term
	ndotl = (ndotl * 0.5) + 0.5;
	ndotl *= ndotl;
	ndotl = clamp(ndotl, 0.0, 1.0);

#5162798 MSVC incorrectly matching overload's.

Posted by on 25 June 2014 - 11:03 AM

You may need to post code for the call site, along with relevant declarations. Are you sure that's the complete error text?

#5162648 How can i have a softer Skin using BRDF

Posted by on 24 June 2014 - 03:24 PM

You probably want to look into subsurface scattering for the skin. Jimenez's screen space shader is the popular one. However, I'm concerned about how sharp your light-shadow transition is independent of the material being rendered. That does not look correct to me. You should check out what's going on there before doing anything else. FWIW, a cheap starting point with skin is to simply shut off specular entirely. This is a good sanity check.

#5162634 javascript vs c++

Posted by on 24 June 2014 - 02:21 PM

Neither, and language A vs language B questions are not allowed here. Feel free to open a new thread explaining what you actually want to do, what your experience to date is, and why you think these two are potentially appropriate. Also make sure to review the Beginners FAQ.

#5162131 Execute shader depending on what's visible on screen

Posted by on 22 June 2014 - 10:40 AM

Don't occlusion queries give you exactly what you're looking for? You might need to retool a bit in order for them to fit your game code, but issuing a query will actually tell you how many pixels are affected.

#5161999 Estimate curvature based on a triangle mesh

Posted by on 21 June 2014 - 09:48 PM

What have you tried?

#5161403 What are the process to become Indie Dev?

Posted by on 18 June 2014 - 08:54 PM

You've got it backwards and upside down. Make your game first, then deal with these things at the end of the process. You don't need a name, company, copyright, trademark, fees, domain -- none of it. Your planned name is not special, and besides you're not allowed to arbitrarily reserve a name forever. Doesn't even help you without a lawyer. It would be equally as effective to go to Kinkos and print off a gigantic sign with your imagined company name on it.


Make your damn game first.

#5161386 Too large shaders - micro specializations.

Posted by on 18 June 2014 - 05:56 PM

Have you profiled your application to see if the CPU is the bottleneck?  If it isn't the bottleneck, then reducing draw calls probably won't help much - so you should start there. 
That depends on his batch sizes, doesn't it? If he's submitting large blocks of polygons then sure, but if we're talking about small batches and frequent effect changes, then he's going to see GPU side inefficiency stemming from that too.

#5160711 OpenGL and SVG rendering in C++

Posted by on 15 June 2014 - 04:05 PM

Last time I had to port something from ES to desktop OpenGL, I think it took half an hour. Maybe less. I don't think you should consider that a deal breaker. But if you just need something to offline render it, I think Cairo might be able to do it?

#5160653 Build a render farm using DirectX and radiosity?

Posted by on 15 June 2014 - 10:51 AM

Direct3D always runs in the context of a particular window. However, you don't need a monitor in order to create a window, and the window doesn't need to be visible anywhere.

#5159540 Contacting press

Posted by on 10 June 2014 - 10:53 AM

Personally I also appreciate the talk by Ben Kuchera (formerly of Ars Technica, now of Polygon) about how things look, from the journalist side of things.

#5158833 CG or GLSL ?

Posted by on 06 June 2014 - 08:02 PM

Cg has been discontinued, so I wouldn't go with that one.

#5158779 Metal API .... whait what

Posted by on 06 June 2014 - 02:41 PM

Also the AZDO presentation has a problem which tends to show up in NVIDIA presentations, which is that it's only applicable to NVIDIA hardware and follows a lot of custom built fast paths. Nevermind that the features are unavailable, inconsistent, or just plain implode on competing vendors' drivers. (And sometimes this is explicitly stated IN the NV presentations O_O) And then they act like everyone is crazy to be building these other APIs because their custom fast path and extensions supposedly do the same thing.


None of which even begins to cover the total failure to support even basic advances in graphics on the ES side.

#5158569 Metal API .... whait what

Posted by on 05 June 2014 - 05:24 PM

Very interesting comments, Hodgman. If only the mobile world were as simple as the desktop chips... dead serious. So much more variation in how the mobile platforms work, much more poorly documented, and the drivers... dear god the drivers.

#5158448 Why do large engines use their own string class

Posted by on 05 June 2014 - 11:18 AM

It also uses a custom allocator (presumably without the psychosis of std allocator) and supports misc things like being constructed on top of an existing char*. When I see stuff like this, I'm reminded of a comment that appears in the Fluid Studios mmgr code: "Kids, please don't try this at home. We're trained professionals here." :)