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mg_mchenry

Member Since 12 Oct 2005
Offline Last Active Sep 10 2012 11:05 AM
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Posts I've Made

In Topic: Perspective, Camera, Model - basic matrix math

07 September 2012 - 07:47 AM

When you create the WVP matrix on the CPU you'll only have to go through this process once for every mesh. However, when doing this in a shader it'll have to be done for every vertex.


Aha, that would be it. Thanks. My meshes only have a few dozen vertices, so shader matrix multiplication still might be faster. Probably faster.

This is a webgl app, so I'd have to test how it works out on low-powered devices with integrated graphics.

In Topic: Perspective, Camera, Model - basic matrix math

06 September 2012 - 12:06 PM

So one thing I'm wondering is why it isn't common to have three matrices in the shader - one for model-to-wold space, one for world-to-camera space (is that the same as eye space?), and the projection matrix.

In my case, I'm working in javascript. Every object has an mv matrix that still has to be multiplied with the camera matrix before being passed to the shader. There has to be a break even point where it is faster to do that in the shader than in the javascript and I'm just wondering why it isn't normal to do it that way, even for native code.

In Topic: Large scenes and multiple view frusta

28 August 2012 - 09:37 AM

I think that looks terrific! I've been thinking about trying something like that for about 10 years now, but never got to it.

Is this more of a z-buffer issue for you or more about reducing the frame to frame load of rendering distant vistas? What do you do when you have a plane or dragon or whatever is situationally appropriate for your project flying in from a distance?

Have you considered logarithmic z-buffers?

In Topic: Large scenes and multiple view frusta

17 August 2012 - 07:12 AM

Man, I was really looking forward to a response to this topic and I've been watching it every day since. :-/

I'll keep watching just in case.

In Topic: Sharp lines with linear filtering look awful (WHY!?)

05 July 2012 - 07:44 PM

I'm also beginning to wonder if this has something to do with the intensity of the light on my screen does not scale linearly with the rgb value of the pixel. Maybe 200 and 220 aren't that different, but 240 looks *much* brighter. Or something.

Or maybe I'm grasping at straws now.

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