Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


Promit

Member Since 29 Jul 2001
Offline Last Active Today, 07:33 AM

#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. 

http://dev.mysql.com/doc/refman/5.0/en/c-api-building-clients.html

http://dev.mysql.com/doc/refman/5.0/en/c-api-function-overview.html




#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.




#5161999 Estimate curvature based on a triangle mesh

Posted by Promit on 21 June 2014 - 09:48 PM

What have you tried?




#5161403 What are the process to become Indie Dev?

Posted by Promit 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 Promit 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 Promit 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 Promit 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 Promit 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 Promit on 06 June 2014 - 08:02 PM

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






PARTNERS