TheKrust

Members
  • Content count

    580
  • Joined

  • Last visited

Community Reputation

104 Neutral

About TheKrust

  • Rank
    Advanced Member
  1. why do people get so shitty on christmas [Edited by - TheKrust on December 24, 2007 11:03:07 AM]
  2. I think I'll just use DevMaster from now on [Edited by - TheKrust on December 24, 2007 11:04:14 AM]
  3. **UPDATE** Odd new discovery. I can;t be at all sure if you were right, but it seems as though if the program is drawing at the beginning of the program, it crashes. BUT, if I activate the drawing manually while the program is running (pressing a key) it seems to not fail. I tried 1200 stress testing (with shadowmaps, bloom, and bumpmaps on)
  4. Quote:Original post by Sc4Freak It's possible that your shaders are taking too long to run. Never heard of it before. Anything I can do to fix it and/or read up on it?
  5. I'm just sure I'm not the only one in existance this is happening to. I have everything set up in my engine with shaders, no compile errors, no runtime errors. However, it seems whenever I render more than around 200 meshes on screen (standard teapot), my screen goes black and suddenly nvidia pops up with a message telling me my driver crashed. The higher the mesh number gets, sometimes it crashes and sometimes it doesn't. I can run it 5 times without canging a thing. 2 times it's just fine, but 3 times it crashes. :Yes, I have the very latest driver It this some wierd problem with video memory... I've never seen anything remotley close to this mentioned in a graphics book. BTW: I'm primarily looking for answers that could offer solutions though programming. Not "Switch back to XP"
  6. Dell = Devil?

    ummmm, maybe this is a dumb question, but why do gamers hate Dell so much?
  7. Volumetric clouds

    Guess I'm not sure how much this would help you with clouds, but in general volumetric effects, you may want to invest in the use of soft particles. I guess I'm not sure why most people think soft particles are just a marketing term for DX10 (because in all reality they're possible in anything with a pixel shader). Soft particles aren't too good for things like volumetric fog, but can make very realistic and natural looking effects like smoke, dust, fire, ect. The method I use (there are probably other ways) is by rendering a depth view from the camera position (only solid objects and not particles), an easy task if you've used shadow maps. Then I project the depth texture from my viewpoint onto the particles. The depth value of the particles is compared to the depth from the texture, and if they are close together, the pixel becomes more transparent. The end result is particle effects that have no artifacts what-so-ever. The edges are smoothed where the billboard intersects with hard geometry and removes those ugly "lines" that are so common with particle systems.
  8. How to sort by what

    Quote:Original post by jollyjeffers For the most part the order will not change on a frame-to-frame basis and even then a very small proportion of the renderable items will change significantly between two frames. Good point. So I guess if I did have a sorting algorithem, it would only be useful to update every second or two, or when there was a drastic change in the scene. One thing I am trying to accomplish with multithreading is to have half of one processor dedicated to pulling work off the GPU and balancing out the workload so one part of the system isn't waiting on the other. Still though no one has attempted to answer the question I'm trying to ask. Which is the slowest operation (I'm using a GeForce 7900gs): Set_Pixel_Shader(); Set_Texture; rendering with an unsorted Z buffer;
  9. CreateRenderTarget

    Ah, ok I'll give it a shot. I've always seemed to think StretchRect was a slow operation though. How does it measure to speed against direct rendering on a texture?
  10. So I do the CreateRenderTarget method, it doesn't return and error and everything peachy. Nice... but how exatly do I get this wonderful new surface into a displayable texture? I typically use D3DUSAGE_RENDERTARGET and the GetSurfaceLevel method, but that doesn't seem to be working . I will admit I didn't do that much with it because I don't want to invest too much time in something that's a waste. So anyway, any idea how I can get this to render to a texture? (please no alternative AA proposals, I already know about those)
  11. Prison Game

    as for the first idea, it's not bad. But I don't think realism is the way to go on that. I would say have some story going on already. Something sinister that's happening there. That's where you get your plot from. A realistic prison game would be pretty boring
  12. I'm trying to make my engine have different options for how it sorts things. One by texture, another by Z value, and one by shader effect. So, from most to least efficient, what do you think is the action best taken by default? I plan on having 3 differnt shaders for different objects as to not put expensive lighting functions where they aren't needed
  13. Destroying Quality to improve Quality

    I'm fully aware of AA, but that's not what I'm talking about. AA makes lines smoother, but that doesn't ever cover the fact thet they're still polygons, infact it sometimes makes it worse. What I'm taking about is much different than AA, and yes, it would work best for horror games but may have use in other genres as well
  14. Guess I'm not entirley sure if this is a design issue or more technical but... If a screen has perfect clarity to it, it actually tends to make polygons more visible. If there are things like visual noise, which I kind of consider to be bloom and motion blur, it kind of makes them less noticlable. Some games (such as Penumbra) even use static on the screen to give a more messy view. It sounds undesirable, but this simple effect actually can improve the graphic realism quite a bit. So, I guess the question here is, what if we took a design approach to make graphics look more realistic by actually lowering the overall quality of the frame? Think like.... crystal clear AVI format transformed into windows media player. It may depend on the game, but I think it may work good for horror based games that have dark graphics.
  15. Fullscreen vs Windowed on FPS

    got the PM, thanks