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Yours3!f

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About Yours3!f

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  1. Hi,   is there a way to resolve MSAA depth buffer to a non-MSAA one? Here (https://www.khronos.org/registry/vulkan/specs/1.0/man/html/vkCmdResolveImage.html) it says that:   Whereas in OpenGL (https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glBlitFramebuffer.xhtml):   bests, yours3!f
  2. Yours3!f

    Fast GUI Rendering using Texture2DArray

    @yrdl I actually used if for an editor, it worked quite well, saved tons of dev time. For an in-game ui I'd use something simpler (and possibly custom stuff, especially if I want something like in crysis 3)
  3. Yours3!f

    Fast GUI Rendering using Texture2DArray

    use berkelium --> you don't have to worry about any of this, plus you probably saved tons of development time that you can put into doing the ACTUAL game, not the gui
  4. Yours3!f

    Ditching Diffuse Maps

  5. Yours3!f

    You Don't Need to Hide Your Source Code

    my thoughts exactly :) also take into account anti-cheat measures and stuff like that.
  6. Yours3!f

    OpenGL Instancing Demystified

    well yeah I'm on AMD, and their driver allows such things :) I have a OGL4.x level GPU so I may not notice I'm using layout(binding=...) is not supported on OGL3.x level. I'm just used to it now.
  7. Yours3!f

    OpenGL Instancing Demystified

    I believe no, it does not. It should have pseudo-instancing though. Plus if I'm right OGLES 3.0 should have instancing, however the devices supporting it are just coming/came out. http://www.youtube.com/watch?v=dqdUXNdk4us
  8. Yours3!f

    OpenGL Instancing Demystified

    I think you could expect one to at least read the corresponding wiki article: http://en.wikipedia.org/wiki/Geometry_instancing but if you'd really like to see it, I can add it.
  9. Yours3!f

    OpenGL Instancing Demystified

    thanks for the constructive criticism DemonRad! However, I have to prove you wrong: what I am doing is incrementing a char* pointer byte-by-byte. What you are referring to would be incrementing a vec4* pointer by sizeof( vec4 ): vec4* a = 0; char* b = 0; a = a + 1; b = b + sizeof( vec4 ); //should be the same This would work of course if converted to GLvoid* later. Here's the project updated with an example showcasing matrix usage as Instance Data: https://docs.google.com/file/d/0B33Sh832pOdOc2V2LWF6M0hzNGM/edit?usp=sharing
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