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evillgames

Member Since 31 Oct 2004
Offline Last Active Nov 12 2014 04:24 PM

Posts I've Made

In Topic: automatic light probes positioning

10 November 2014 - 03:27 PM

You could try using some heuristic to place more probes where it matters. For example you could use navmesh or height above ground.

 

what if my player can fly ?

i would not want to be in any constraints because of LP..

i guess i have to throw LP away and perform raytracing with sky on CPU (just rays - top/left/right/forward/backward) for every object that is moving , to learn if object is under indirect lighting or not..

 

just occlusion factor = 5results/5 = 0...1


In Topic: GLSL Geometry Shader does not show anything

26 September 2013 - 06:52 AM

thanks....


In Topic: GLSL Geometry Shader does not show anything

26 September 2013 - 05:53 AM

in other words

i can use extension - getprocaddress "arb" - which can be fucked up, as i see
or i can say - create context 4.0 - and get procaddres with NO ARB ; or if i use glew - #define GL_VERSION_2_0; .... #define GL_VERSION_3_0; .... #define GL_VERSION_4_0 - lot of versions which opengl4 consists from

glew is cool but mine project can not be as GPL(AFAIK glew goes under GPL) - well - copy/paste then )))


and how about mobiles and glES ?


In Topic: GLSL Geometry Shader does not show anything

26 September 2013 - 04:45 AM

ok

and how to learn , which functions to use ?

 


In Topic: GLSL Geometry Shader does not show anything

26 September 2013 - 04:22 AM

in other words, when i will switch myself to gl3

i will:

- create context with 3.0

- will check if extension is supported

- then will do getprocaddress (glCreateProgram) - NOT glCreateProgramARB

- will use that just like extension

am i right ?


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