Welcome to graphics. Look around for shadow map white and you will get hundred of talks about this. The depth buffer is essentially completely white for every shadow map. Print screen, go into photoshop/gimp and change the brightness/contrast till you see an image outline. This works best if the object is close to the camera.
Also GL_UNSIGNED_INT should be GL_FLOAT, GL_DOUBLE, or potentially GL_DEPTH_COMPONENT as well. INT will not work that is for sure, everything in that case would be 1.0 depth for all pixels.
I can say that at one point Full-Sail students were not getting accepted at EA sports Orlando for certain teams (not sure if it was the whole studio). They just weren't interviewing very well. I work there, my Lead went to Full-Sail and hes been the lead on 2 of my teams, when I came in there were 2 other fulltime and 1 contractor from FullSail, we just hired someone else that came from DigiPen recently as well. I came in a a "try them out" contractor, me and another guy from Full-Sail were the only 2 / 5 contractors to get full-time after that due to good performance.
People can graduate from any school and suck. I had people from DigiPen that I don't think were very smart get through. What I can say though is that DigiPen does teach CS and I don't get where anyone is coming from on this. I worked in the medical field on software. Software is software. You might not learn the most web technologies and you certainly aren't going to just be a Java guy, but I think the really good people coming out of DigiPen are way smarter than a traditional CS degree.
My friend from DigiPen went to a couple places and both places now are like "why the F did we never look at graduates from this school". My current problem with DigiPen, way too expensive. CS though is the one degree there are resources everywhere to boost your growth. You can learn so much stuff in your personal time.
I would suggest against DigiPen only due to the cost of tuition there nowadays. It's insane. If you go to traditional CS, just stay up on C++ and make some games in your own time. Your own ambition will get you somewhere.
Well I'm looking directly down my white painted walls matched right down line of sight and there is not noticeable fresnel from either light. I've never seen a rock ever perform mirror like specular, ever.
What is right is what looks good. Take a rock outside pt it in direct sunlight, move around it and observe and determine what is happening. That is how you should determine what to do. Or bring a rock inside and move a light around the rock and observe the same point/edges around that rock to see if it reflects that way.
You are essentially making the cars up axis, the terrain's up axis at a given point. So if your car is exported with the up-axis directly up (Y-Axis), you can figure out two angles needed to rotate that car (or just think of its up axis), to rotate and match the terrains up axis. Rotating the car on the Y-axis would only spin it and not manipulate the direction that "up" is. So you need to rotate some degrees on the x or z, then some on the y and your cars up will match the terrains up.
If you view down the z-axis (2d), your two vectors can drop the z-component so that you make it a 2d problem and you can dot product and find the angle with it by using the vectors (0,1,0) and (normal.x,normal.y, 0) , then spin it by that angle on the z-axis. You have to visualize it this way and you will understand. You then view the vectors top down from the y-axis. Use your new rotated vector, take the dot product between that vector and your normal vector dropping the y-components since you are viewing top down and don't care about the height. You then find the rotation to use on the y-axis to match your normal.
I ended up forcing shadows on fragments who's normal was facing away from the light.
That is actually what I was saying. Now do the other thing I said which is render into the shadow map with culling GL_BACK, so taht front facing triangles render into the shadow map, just like how normal rendering from the eye works. Then you wont have those awful bleeding spots around the areas touching the floor.
Obviously things are in one matrix space and not the one you want. Have your artist edit the messed up skeleton down to 1 single bone. Have him edit the geometry down to a cube. Have him do 3 snapshot frames. Rotated 90 on the x only, 90 on y only , 90 on z only. Look at what comes out and try to make logic of it. Does a rotation on the x designate a y rotation? Make sure he edits and doesnt create new ones so that you can verify the data is identical and not some new object that may be working in the frame you want.
The skeleton may have an object level rotation. Meaning after creating the skeleton, the user selected it as a whole and rotated. This caused problems for me in blender so I got lazy and didnt fix it. I make sure the skeletons matrix is the identity and then if I need to fix the skeleton to point down the z I edit the skeletons bind pose itself, not the actual skeleton object, or any keyframes.
Posted by dpadam450
on 13 September 2012 - 03:46 PM
So the only solution to this would be to have 3 texture coordinates for each triangle, rather than to have one texture coordinate for each vertex. Do people usually do that?
the texture fragment would be spanning across almost the whole texture!
What the hell are you talking about. How does a texture fragment which has a single pixel from a texture have a whole texture mapped to it? That's impossible. And to unwrap a cylinder to a texture you only need 2 uv's. You have to have a seam obviously. Take a soup can without top/bottom, cut the label from top to bottom and unfold. It is 2d applied to a cylinder.
Posted by dpadam450
on 06 September 2012 - 09:43 PM
It was my understanding that anyone could release on Steam until greenlight came out. All these years I was tricked into thinking how cool and awesome Steam was, and yet it's nothing I thought it was. Apparently it charges about 30-40% for each sale too which is pretty steep for a company that I hear is built by indies for indies and innovation.
Why do they need to charge? greatness in a pool of garbage will rise to the top by votes from users. That's how iphone/android work, and that's how kickstarter works.
I think the overall issue I have with it is that when I spend money on something I want something in return. I'm paying 100 dollars for.....a tiny icon to click on greenlight in hopes that people will upvote and then after all the upvotes have second hopes that Steam will let me through? Pretty lame for 100 bucks.