Thanks, Simon. I''ll give it a try and benchmark it. That sounds like just what I needed.
--Neil.
----------------------
Check out my game demo and resume at
www.fivestory.com/projects/game.
fillrate question
davepermen : that is GREAT.. framerate goes form 80-120 (by nutty) to 380-450 .. now THAT''s an improvement.. any other tricks used?
You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.
nope, just the "power" of the gf2 pixelshaders..
i always said eighter say gf1 and gf2 do have pixelshaders, or gf3/gf4 don''t. :D
i should try to get it working including the alpha test.. should help for the fillrate "problem", by removing.. hm.. how much pixels?... 21.4601836602551690384339154180124%
i love the windows calculator:D
"take a look around" - limp bizkit
www.google.com
i always said eighter say gf1 and gf2 do have pixelshaders, or gf3/gf4 don''t. :D
i should try to get it working including the alpha test.. should help for the fillrate "problem", by removing.. hm.. how much pixels?... 21.4601836602551690384339154180124%
i love the windows calculator:D
"take a look around" - limp bizkit
www.google.com
just one more thing for anyone try to implement davepermens idea. you have to use glColor(xcoord,ycoord, 0.5f ); not glColor(xcoord,ycoord,0); for expand() to work. (since expand(0.5f)=0). I spent last half hour figuring out why it doesn''t work until I found this "bug". Another thing to mention is actual "texture". I prefer using something like color = (1-x*x+y*y)^2 .. it looks a bit better.. personal opinion I guess...
You should never let your fears become the boundaries of your dreams.
You should never let your fears become the boundaries of your dreams.
only one hour..
i remember the days..
guess what? the time i implemented it it took me one hour.. but, as you know, i just implemented it _AGAIN_. i''ve done it before..
*urgh* :D
some pics of (1-x^2-y^2)^2?
"take a look around" - limp bizkit
www.google.com
i remember the days..
guess what? the time i implemented it it took me one hour.. but, as you know, i just implemented it _AGAIN_. i''ve done it before..
*urgh* :D
some pics of (1-x^2-y^2)^2?
"take a look around" - limp bizkit
www.google.com
hm.. i think you mean (1-(x^2+y^2))^2 in your example.. else it would not be a sphere, would it?:D
and.. if i think about this.. thats, in 3d..
(1-(x^2+y^2+z^2))^2, wich is simply (1-dst^2)^2, and, you can find this here on gamedev as well as overthere on opengl.org as proposal for a fast approximation for
attentuation = exp(-dst^2).. and guess why i proposed it? because a) its fast and b) it is a fucking nice attentuation..
heh.. why did i not thought of this again? (i did the first time i implemented it:D)
"take a look around" - limp bizkit
www.google.com
and.. if i think about this.. thats, in 3d..
(1-(x^2+y^2+z^2))^2, wich is simply (1-dst^2)^2, and, you can find this here on gamedev as well as overthere on opengl.org as proposal for a fast approximation for
attentuation = exp(-dst^2).. and guess why i proposed it? because a) its fast and b) it is a fucking nice attentuation..
heh.. why did i not thought of this again? (i did the first time i implemented it:D)
"take a look around" - limp bizkit
www.google.com
ups.. sorry I ment (1-(x^2+y^2))^2 .. I also use something like this for distance attentuation... only in 3D
You should never let your fears become the boundaries of your dreams.
[edited by - _DarkWIng_ on December 11, 2002 4:05:06 AM]
You should never let your fears become the boundaries of your dreams.
[edited by - _DarkWIng_ on December 11, 2002 4:05:06 AM]
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