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Member Since 18 Nov 2005
Online Last Active Today, 08:06 PM

Posts I've Made

In Topic: Problems To Get Xy Plane Aligned Particles To Work

Today, 10:58 AM

If you take your camera matrix used to draw the world, this takes obejcts from the world relative to the camera (because you are essentially using the dot product to determine vectors relative to the camera). If you inverse this matrix, which is actually the transpose as well, you can get the cameras x,y,z axis in world coordinates.  That should help you. I send the same 3Dpoint 4 times and move it's position by the camera world space vectors based on the texture coordinate.

In Topic: Free or low-cost resources that have helped you

14 July 2016 - 04:31 PM


In Topic: Implement baked AO-maps

10 July 2016 - 03:48 PM

Not sure what you are asking. In a shader you can implement AO a few different ways. Add all the lighting in your shader from all lights and then multiply that value by the AO texture. Or you can simply take the scenes ambient lighting and multiply it by the AO map. What you have right there is wrong. Those bricks should have no AO. They are so low in height displacement that they aren't blocking any light rays from hitting the crevices. Not sure how you calculated that AO.

In Topic: Dynamic Sky Dome

09 July 2016 - 01:06 AM

I'm assuming you are rendering these clouds flat onto a 2D texture. One thing you could do is have a skydome + a cloud plane. A cloud plane would be a pretty flattened sphere. One other thing is you could take your skydome and stretch the middle rings so that it create a shape kind of like this:

         *     *
       *         *
      *           *
     *             *
   *                 *
*                       *

In Topic: New Music Composer

06 July 2016 - 03:48 PM

First clip at 45seconds muffles out. Might be clipping. I feel like that track is missing some EQ/compression. Sounds a bit flat.