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Dancin_Fool

Member Since 13 Jun 2004
Offline Last Active Jan 14 2014 01:37 PM
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Posts I've Made

In Topic: Vertex Shader Clamps 0-1... Need float!

15 January 2013 - 08:14 PM

If you're using the color semantic, try switching it to TexCoord. On certain cards the color gets clamped from 0-1.


In Topic: Game UI

31 August 2012 - 04:01 PM

Almost universally each engine provides its own GUI libraries so no game companies don't use 3rd part UI libraries.


Extremely untrue, a lot of companies use scaleform or their own flash interpreter for their UI. There are also a few other 3rd party frontend options out there.

In Topic: Which Animation software

21 August 2012 - 09:43 PM

You think Max's interface is good???????

Really?

It's full of a decade of clutter and was kinda clunky back then! Of all the things to praise Max for, UI is certainly not one of them.


I couldn't disagree more. While it might be a bit cluttered I find everything is fairly easy to find and everything is where it would make sense.

I've had to switch to Maya for a project and it just felt like everything was the opposite of what I would expect it to be. Now maybe that's because I'm used to Max but it seemed like if you didn't know the keyboard shortcut for something in Maya you were hooped.

In Topic: Hardware Occlusion Queries, why use them next frame?

19 July 2012 - 10:17 PM

The difference with your example of deferred rendering is that with a deferred render, or any technique that has multiple render passes, is that you never actually read back that render target on the CPU. You're only using the data as a texture that's being fed into the next render pass. So there's never a stall from having to copy the data back to the CPU.

With occlusion queries though you need to read them back on the CPU side. That's why developers wait a frame with them.

In Topic: Glowing Model Edges with Deferred Renderer

18 July 2012 - 03:28 PM

Agreed with previous poster, my immediate thoughts are also that you aren't handling half texel offsets properly.

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