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Member Since 12 Jun 2005
Offline Last Active Mar 22 2014 07:16 AM

Topics I've Started

FreezeME - A 3D Platformer in the style of the N64-era platformers

15 October 2013 - 03:41 PM

---UPDATED ON 03/03/14


Hello everyone!
This is the game that I've been working on for the past year.
It tries to resemble the platformers of the N64 era.
There’s an apparent twist, however, as the player can freeze objects and enemies in time by taking a picture of them.  
Below you can find some videos and screenshots (note it is still on an early development stage)
Hope you like it!



Please upvote the game on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=231340170

Shader not getting to the pixel shader

11 January 2013 - 10:09 AM

I’m trying to store the depth information of model in XNA from the lights point of view. The model renders fine using a normal shader.

This is the shader code

float4x4 xShadowMapLight;
float4 RenderShadowMapPS( VS_SHADOW_OUTPUT In ) : COLOR
 return float4(1,0,0,0); //In.Depth.x,In.Depth.x,In.Depth.x,0);
VS_SHADOW_OUTPUT RenderShadowMapVS(float4 vPos: POSITION)
 Out.Position = mul(vPos, xShadowMapLight);  
 Out.Depth.x = 1-(Out.Position.z/Out.Position.w);      
 return Out;
technique ToonShaderDepthMap{
 pass P0{    
 VertexShader = compile vs_2_0 RenderShadowMapVS();     
 PixelShader = compile ps_2_0 RenderShadowMapPS();

And this is the way I generate the light matrix that is passed to the shader.



Matrix view = Matrix.CreateLookAt(modelTransform.Translation, new Vector3(0, 500, 75), Vector3.Up);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, 1.0f, (float)globals.NEAR_PLANE, (float)globals.FAR_PLANE);
Matrix ShadowMapLight = modelTransform * view * projection;



But apparently I’m not always getting to the pixel shader and it stops in the vertex for some reason. (I have modified the pixel shader to output always a red pixel, so I know when it goes through).

xShadowMapLight is the Matrix containing all the transformations from the lights point of view. Apparently the problem is in mul(vPos, xShadowMapLight); cause if I change the matrix for anIdentity one the shader gets to the pixel one.


Any idea why this might happen?


Thanks in advance!

EL OCASO DE SARA - Adventure - Beta (Windows-linux)

07 July 2008 - 10:45 PM

Hi, After suffering almost three years i think that the game has reached a beta state and i'd like to get some feedback. First i put the link from my last video: Video Beta And the link to the beta version (windows and linux) Download demo Beta More info here www.elocasodesara.com I would be very grateful if you have some time and can give it an eye. Thanks in advance.

glGetError() solved my problem ??

23 May 2008 - 10:24 AM

Hi, Im was having some problems using smpeg on my GL app, i got SDL_CreateYUVOverlay when i called smpeg on determinates procs of my code. I have checked the code looking for memory leaks with valgrind, i also check for gl errors with glintercept and i couldnt find anything. But looking for errors i add glGetError() just before calling SDL_GL_SwapBuffers and all my problems are gone. first i tought that glGetError called glFlush() also but if i only add glFlush to my code my problems back again. Any explication? thanks in advanced

Projective texturing remove back-projection

05 March 2008 - 05:06 AM

hi, is there any way to remove back-projection using fixed-pipeline and without clipping planes? I have heard something about using 1d texture but i cant find a clear explanation. Thanks in advance.