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BeastX

Member Since 26 Jul 2005
Offline Last Active Oct 25 2012 10:07 AM

Topics I've Started

Virtual Shadow Depth Cube Textures

13 March 2012 - 09:24 AM

For my generic forward renderer, to reduce passes, I've implemented spot and directional shadow mapping using a texture atlas that's subdivided to support several lights.

I'm using that same texture to implement VSDCTs for point lights. This looks correct except that I have edges, borders, outlines around each sampled face edge.


I've tried clamping my UVs, which shifts the shadow and just moves this "border"


I've tried increasing the shadow view's FOV beyond 90, which only has a slight effect after 130 degrees but that is excessive and destroys depth map precision.

I'd compare this to the seam issues with DPSMs, but I have several :)

Any suggestions would be greatly appreciated.

(Solved) Ogre Exporter for animation in non-Ogre projects?

05 July 2006 - 04:57 AM

I've written a generic animation system. I'm using MD5 and Ogre XML formats for test data. I can get MD5 meshes and animations to load, play, and render perfectly if I do my own software skinning. I'm having issues with using the same animation code with Ogre's XML formats. The base mesh renders correctly. But, when animating it warps and stretches like Plastic Man, Mr. Fantastic, and Elastigirl/Mrs. Incredible. I've read that it could be necessary for me to apply an inverse transform matrix from my base skeletion pose. That makes complete sense because the base mesh would already be transformed by the base pose. The question is... (for Ogre's export specifically) If the lack of an inverse transform is my problem, where should I compute and where should it be applied? Are the base skeleton's bones already transformed by their parents directly out of the file? Do I apply the inverse for every bone in the hierarchy or just the current bone? [Edited by - BeastX on July 13, 2006 10:27:04 AM]

(Solved) Skinning MD5mesh/anims in D3D with standard indexed vertex blending

28 June 2006 - 06:14 AM

I have a generic skinning and animation system that I hope can support a few formats. Currently, I'm adding support for MD5. It was easy enough to get MD5 meshes, skeletons, and animations loading and playing. My skeleton proxy renders and animates correctly but my mesh has a few anomolies. Because it's a generic system, I can't follow the standard MD5 soft-skinning approach. I tried using the highest priority weights to compute untransformed, weighted vertex positions for a base mesh. This actually kind of worked but it's not as perfect as the usual, soft-skinning approach because I'm limiting the number of weights. Has anyone else encountered this or does anyone have suggestions? [Edited by - BeastX on July 13, 2006 11:49:26 AM]

Max 7 MD5 exporters?

23 June 2006 - 04:45 AM

Does anyone know of an alternate MD5 exporter to Berserker? That's the only one I've been able to find with a working link. It works but it's extremely slow and doesn't support Physique or Biped.

(Solved) Max Exporter for mesh, materials, skeleton, weighting, and animation

22 June 2006 - 01:34 PM

I've been doing research for existing options before breaking down to write a custom MAX exporter. The most ideal formats I've come across are MS3D, Collada, and Ogre's XML. The Ogre XML format seems the most appealing and has an existing exporter. The only issue is that their material format is pretty bare for what my engine supports. Since the MAXScript code is supplied with the exporter, I could very easily add to it for my needs. I'm considering using the Ogre exporter for mesh, skeleton, and animation data but exporting ASE for materials just to get all of the options MAX provides. Then I'd bake the data into a custom, single-file format. Before I make a definite move, can anyone suggest a less tangled exportable format that'd get me the minimum of vertex position, normal, color, 1 UV channel, weighting, skeleton, animation, and a comparable material data? [Edited by - BeastX on July 13, 2006 11:50:49 AM]

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