Added support for 4 textures with the shaders.I added the texture weights to each vertex and calculated them based on slope and height.It runs at 40FPS on the radeon x550 ill try how fast it runs on the geforce 7600 gt and look for ways to improve the performance.
I guess I can stop using splatting …
I guess I can stop using splatting …
I'm back on playing with effect files and i must say it is easy :P
Back In the day i took me a few days to make texture splatting with opengl and the fixed function pipeline.All those sampler states,texture units blending arguments etc was just pain in the ***.
Well it took me only a few hours to mak…
Back In the day i took me a few days to make texture splatting with opengl and the fixed function pipeline.All those sampler states,texture units blending arguments etc was just pain in the ***.
Well it took me only a few hours to mak…
I fixed the cracks by making patches which have more triangles fix their egdes by moving the indices vertically or horizontally.So the patches match each other perfectly and all the T-junctions are gone.
It took me a 4,5 hours to do it and the code for it is killing the poor kids down the street.It …
It took me a 4,5 hours to do it and the code for it is killing the poor kids down the street.It …
Well i give it a shot at making a geomipmapped terrain.It doesn't handle cracks yet but ill try to make that work too,also it just selects the LOD level based on the distance of the patch to the camera.I didn't understand from the formulas to get the screenspace error and other stuff so i left that…
Just wanted to make a progress update for my editor :]
I have been playing around with effect files and managed to make them work.They are not doing anything at the moment.It is just calculating lighting for one directional light no texturing yet :].I'll work on splatting etc. later.
Here are two scr…
I have been playing around with effect files and managed to make them work.They are not doing anything at the moment.It is just calculating lighting for one directional light no texturing yet :].I'll work on splatting etc. later.
Here are two scr…
EDIT : I dont know why but after i removed the only D3DXCreateBox function from my initialization the problem went away O_O.
Now this is strange.
I was trying to get my first effect file to work under direct3d and it was very painfull.After hours of working i made it work.
In the mean time i enabled t…
Now this is strange.
I was trying to get my first effect file to work under direct3d and it was very painfull.After hours of working i made it work.
In the mean time i enabled t…
Today i was changing my code to remove all char arrays etc.
All my classes,for example an entity class was holding a member name of type char[64].
I was setting it with strncpy(); and writing to file with fwrite and reading with fread with no problems as the size was 64 I was able to pass it as a par…
All my classes,for example an entity class was holding a member name of type char[64].
I was setting it with strncpy(); and writing to file with fwrite and reading with fread with no problems as the size was 64 I was able to pass it as a par…
I finally managed to put together a macro for incrementing a build number each time a project is build on release config.It increments a number in a *.ver file then uses it inside a resource script to add it to the applications version resource but that is not really necessary.It also writes a log …
So I added a IRenderer class and derived 2 classes from it an OGLRenderer and a D3DRenderer.Things are looking fine for now.I'll continue to work on it tomorrow its late now and my wife is calling me :]
#ifndef __IRENDERER_H__
#define __IRENDERER_H__
#ifdef _WIN32
#include
#endif
#include "Camera.h"
//B…
I'm switching my Engine to D3D so I installed the lates DX SDK.I'll try to keep the OGL code.Also I found a nice exporter for 3ds Max 9 to export to D3D x files.I may used that for the models. kiloWatt
I'm also trying to convert my PropReader class to C++ and get rid of all the unsafe C io functions…
I'm also trying to convert my PropReader class to C++ and get rid of all the unsafe C io functions…
I'm going over my vector class.I was using a normal vector class with x,y,z elements and using another tVertex for meshes and models which had x,y,z plus a boneID member.
I removed the tVertex structure and added the boneID to the vector class.
Well now renaming the class Vector_3 doesn't make sense …
I removed the tVertex structure and added the boneID to the vector class.
Well now renaming the class Vector_3 doesn't make sense …
Advertisement
Popular Blogs
Advertisement