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Member Since 04 Dec 2012
Offline Last Active Nov 20 2014 08:02 AM

Topics I've Started

free private SVN with biggest disk space?

23 August 2014 - 03:15 PM

hi guys

I'm looking for best free SVN server, but private so guests cannot view the code.

something like "dropbox" but for SVN and more free space (at least 5GB+)

anyone knows such sites?

thanks in advance

DirectX9 - create cubemap texture from memory?

24 June 2014 - 05:37 AM

Hiho I have six 512x512 RGBA images loaded in memory. I want to create a DirectX9 cubemap Here's my code: why is it failing?

 IDirect3DCubeTexture9 *tex;
 HRESULT hr = pDev->CreateCubeTexture(512, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex, 0);
 if(FAILED(hr)) {
        // i think im ggetting error here 
          // ERRROR output
 for(int i = 0; i < 6; i++)
LPDIRECT3DSURFACE9 face; hr = tex->GetCubeMapSurface(_D3DCUBEMAP_FACES(D3DCUBEMAP_FACE_POSITIVE_X+i), 0, &face);
        // ERRROR output 
 hr = face->LockRect(&rect, 0, 0);
 if (FAILED(hr))
          // ERRROR output
hr = face->UnlockRect(); 
if (FAILED(hr))
          // ERRROR output


directional shadow mapping - simple question

18 June 2014 - 11:06 AM

Okay guys, I'm almost ready with the implementation of this technique, but I have one problem.

How to setup the projection (ortho) and view (??) matrix of directional light for a given scene bounds?

let's say my scene mins are (-100, 0, -100) and maxs are (100,50,100).

How should I setup the light matrices?

I've already done spot and point shadow mapping, but the directional one is still bothering me ;s thanks for any tips!

half life 2 / source engine shadowS?

17 June 2014 - 07:01 AM

Hi guys i've been wondering how to do source engine - like shadows in opengl? I mean, they are always showing a single shadow map style shadow for each character, even if there several lights in the scene. How are they creating it? I've tried to limit my character shadow only to nearest light, but it's "jumping" in a very annoying way. Are they using some kind of interpolation? how do they determine the light/shadow view pos/projection? anyone have any ideas? thanks in advance

GLSL - single texture skydome

15 June 2014 - 09:56 AM

hi guys, I need to fake a skydome behaviour in GLSL. I have viewer position (obviously), vertex position, etc, and a single skydome texture (NOT a cubemap, single 2D texture) How can I calculate texcoord so my polygons looks like sky? thanks in advance,