Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 24 Oct 2012
Offline Last Active Today, 12:40 AM

#5315967 Outline Shader

Posted by on 20 October 2016 - 10:26 AM

You can also do the edge detection using a Sobel filter in the pixel shader.

#5315942 Area Lights in DirectX

Posted by on 20 October 2016 - 06:23 AM

I found this when searching for implementations some time ago: https://www.shadertoy.com/view/ldfGWs

#5315898 intel ok, geforce white screen

Posted by on 20 October 2016 - 12:24 AM

If you haven't already, you should enable D3D debug layer to get API errors and warnings into console. Search for D3D11_CREATE_DEVICE_DEBUG or "d3d debug layer" to find out how to enable it.

#5314522 Variable lights count

Posted by on 10 October 2016 - 04:42 AM

You could try deferred rendering. OpenGL 2.1 is very old and if you use 4.3 or newer with compute shaders, you could cull the lights with compute shader (Forward+ or Tiled Deferred).

#5314233 develop mode

Posted by on 07 October 2016 - 05:28 AM

The question is a bit unclear and the answer depends entirely of your engine architecture/libraries/programming languages but generally yes, shaders can be compiled as a pre-processing step, textures can be compressed etc. just once and used many times.

#5306995 Engine Lighting

Posted by on 21 August 2016 - 03:52 AM

By saying that there are only 8 lights available I guess you're using legacy OpenGL/fixed function rendering and should move into a more modern style where there are no lights in the API, instead you program them manually.

#5290953 Anyone here a self-taught graphics programmer?

Posted by on 10 May 2016 - 06:46 AM

My short story:


In the late 90s I was introduced to the demoscene by my friend and instantly became interested in graphics and low-level programming. I made a couple of software rasterizers and ray/path tracers and finally moved on to 3D acceleration, first using OpenGL but later every major API. I learned (and always learning more) from tutorials, sample code, GDC and SIGGRAPH papers. I mostly make my own renderers but also use Unity and Unreal. My major personal project is my engine that I generally rewrite every two years or so and the current iteration is not very far yet as I'm learning Vulkan and D3D12 while developing it. At work I have developed graphics code both for mobile and AAA games/engines.

#5288115 Depth Problem In Release Mode

Posted by on 22 April 2016 - 04:29 AM

Glad to see you solved the issue, but you could also find uninitialized variables by using tools like PVS-Studio or CppCheck.

#5287595 How did you learn making games?

Posted by on 19 April 2016 - 06:06 AM



There were BBS services and few other Internet-like solutions back then, but they costed lot and they weren't so common in use ( especially for non-US people ).


Eh? BBSes were very popular in Europe.



I should have say they weren't so popular where I come from :)


Fair enough. Not all countries are the same. My perspective is from Northern Europe (Finland).


Onto the topic:


What was the language you used for for first?

QBasic, Turbo Pascal.


How much time did it take to learn the language? (When were you able to do on your own, a game)

Learned before high school, first "game" was a chatbot.


Are you still making games?

In my spare time I mostly make game/graphics engines. Continuosly learning new stuff by reading Siggraph and GDC papers/slides and blogs.


Have you uploaded the game to somewhere

Current programmer generation has discovery solved with services like GitHub and sites like Facebook and Twitter.

#5287455 How did you learn making games?

Posted by on 18 April 2016 - 07:45 AM

There were BBS services and few other Internet-like solutions back then, but they costed lot and they weren't so common in use ( especially for non-US people ).


Eh? BBSes were very popular in Europe.

#5280336 Laptop and desktop shows different results.

Posted by on 09 March 2016 - 05:57 AM

You should enable Direct3D debug layer.

#5278289 "check before flight" list - for OpenGL

Posted by on 26 February 2016 - 08:13 AM

Great list, but I'd like to add that one should also test for OpenGL errors.

#5272954 Ogg Vorbis trouble

Posted by on 28 January 2016 - 12:48 AM

You could also give a try to stb_vorbiswhich is a popular single-file .ogg reader.

#5268954 Criticism of C++

Posted by on 03 January 2016 - 02:05 AM

I mostly use C++ and always keep learning new features but there are many things wrong with the language:


  • No easy way to print enums
  • No modules
  • Templates are ugly
  • C legacy
  • Hard to parse causing problems with code analysis, navigation (intellisense etc.)
  • Uninitialized variables still cause a lot of security bugs

#5262574 Works on AMD GPU in Windows, doesn't work on Intel GPU in Mac OS X

Posted by on 18 November 2015 - 07:08 AM


Have you use OpenGL Profiler to debug your program on OSX?


You should be able to get a trace of OpenGL calls and context details.



I signed into that site and searched for OpenGL profiler, but it returned zero hits.



It's included in a download called "Graphics Tools for Xcode 7"