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Member Since 29 Jul 2001
Online Last Active Today, 05:42 PM

#5166579 obj file format

Posted by Promit on 13 July 2014 - 08:50 AM

Personally I'd re-export them as triangles in a modeling tool, if possible.

#5166314 is this much importatnt to have a strong fixed gdd?

Posted by Promit on 11 July 2014 - 04:44 PM

I am of the opinion that the best place to put a GDD is a paper shredder. Prototype ideas and see if they work. Writing up a whole concept serves no purpose.

#5165462 Loading textures to the GPU

Posted by Promit on 07 July 2014 - 11:58 PM

The texture is completely decompressed by the API, unless the file is a special compression format that can be decompressed by the GPU. Those formats are the various DXT or BC formats that are stored inside DDS files. Common compression formats (PNG, JPEG, TGA, etc) are API-decompressed.

#5165395 Converting OpenGL 3.1 code for Multi-sampled Framebuffers to be OpenGL 2.1 co...

Posted by Promit on 07 July 2014 - 05:21 PM

The key is to understand that extensions are fundamentally written as two pieces:

1) An overall synopsis explaining what the extension does and what the motivations behind the extension are.

2) A diff that explains how the extension modifies the core spec


The "written against" part is part of #2, explaining what differences the extension creates against that particular spec version. It doesn't mean that version is required; as a practical matter it just tells you when the extension was actually written. You just need the specific spec version in order to have precise definitions of all the behavioral modifications of that extension.

#5165389 Converting OpenGL 3.1 code for Multi-sampled Framebuffers to be OpenGL 2.1 co...

Posted by Promit on 07 July 2014 - 05:01 PM

I believe this is the document you need:


Looks like this particular extension is part of the first wave of "core extensions", meaning the functions are designed to require no code changes between extension and core forms. All you have to do is load the functions (which GLEW will do magically) and enjoy.

#5164232 How to capture video of gameplay

Posted by Promit on 01 July 2014 - 11:25 PM

Buy FRAPS, and an SSD if you need high res or frame rate. There are many options out there and all of them manage to disappoint except FRAPS. It's so very worth it.

#5164071 Variance Shadow Map fades when shadow is close to occluder

Posted by Promit on 01 July 2014 - 11:28 AM

This is a natural and obnoxious part of VSM that can be addressed with the light bleeding fix, to some extent. It's soured me on VSM considerably in recent years. You might find this presentation helpful: http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf

ESM, or VSM+ESM, may be a useful approach.

#5164063 OpenGL ES 2.0, FBO, low performance

Posted by Promit on 01 July 2014 - 10:50 AM

I don't think you should be using two contexts. You should probably be using a single context, two off screen FBOs to textures, and then compositing both FBOs to the actual context render buffer.

#5163291 Cross Platform C++ Database library?

Posted by Promit on 27 June 2014 - 02:23 PM

The library IS MySQL, specifically the MySQL client library. It's a C API. 



#5162945 My Kingdom for a Link to a Past Post

Posted by Promit on 26 June 2014 - 12:19 AM

Thanks, I needed a reminder of what a catastrophe it is to stream data in GL APIs. rolleyes.gif

#5162799 How can i have a softer Skin using BRDF

Posted by Promit 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 Promit 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 Promit 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 Promit 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 Promit 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.