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SamiHuutoniemi
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259 NeutralAbout SamiHuutoniemi
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Hello! I'm drawing my FPS as a sprite, and I want to have it drawn to the screen independetly of the camera position. For example, always in the lower left corner. I'm using an orthographic projection and I always have the z value of the sprite greater than the camera, and it always seems to draw it the same distance away from the camera. So far, so good. But if I move the camera in the x or y directions, the sprite moves in those directions too. Do I need a separate viewport? Any other ideas?
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I'll give you a great hint: [url="http://lmgtfy.com/?q=direct2d"]http://lmgtfy.com/?q=direct2d[/url] Then check out the first link!
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Shadows from point lights
SamiHuutoniemi replied to SamiHuutoniemi's topic in Graphics and GPU Programming
Ok, thanks! Will look into this! -
Shadows from point lights
SamiHuutoniemi replied to SamiHuutoniemi's topic in Graphics and GPU Programming
The cube version sounds very much easier. Does it still use perspective projection? -
Does my shader code look alright?
SamiHuutoniemi replied to Yoyoyoyo's topic in Graphics and GPU Programming
Why would you want to return both texture color and the "other" color from the pixel shader? Don't you want to either blend them in the shader, or somewhere before this point decide what color you want to output? -
Hello! I'm doing some shadowmapping and was wondering about how it is done with point lights (instead of spot lights). Since you don't really have a light direction, how do decide what the shadowmap should cover? Anybody have experience in this field?
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Hello! Was just wondering about how shaders know which cbuffer maps to what I send in to the shader from the C++ code. Say I have three equally sized cbuffers in a shader. Then I obviously make three calls to V/PSSetConstantBuffers. How does it know which cbuffer to put what in?
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Read/Write binary
SamiHuutoniemi replied to SamiHuutoniemi's topic in General and Gameplay Programming
Never mind. I solved it. Sinces vertices was already a pointer, I shouldnt have used "vertices" instead of "&vertices". /Facedesk EDIT: I see you solved it too! Thanks for the help. Sometimes one just feels really stupid. And I blame my copy/paste! -
Hello! Instead of reading a model from a huge obj-file (21 mb) I made a simple binary format which i wrote data to. But when I try to read it I get problems. It happens when I want to read an array of vertices. I get an access violation on the read line. [source lang="cpp"]vertices = new TextureVertex[numVertices]; buffer.read((char*) &vertices, sizeof(TextureVertex) * numVertices);[/source] The value of numVertices is 10920, and the data IS in the stream I read from. Is it possible that the memory that is allocated to vertices is not sequential? If it isnt, how do I force it to be? Is it something else? (The data is read from an object which also has a "TextureVertex* vertices" of the same length.
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Okay! Thanks both Luca and Bacterius! So are you saying that if I have a completely planar bottom surface, I would have to tesselate it into pretty (very) small triangles to get a nice effect?
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For example: http://graphics.ucsd.edu/~henrik/papers/interactive_caustics/interactive_caustics.pdf
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Hey! When discussing caustics, what exactly are caustic volumes and caustic triangles? Caustics is the effect of light being bent by a surface and then somehow being absorbed by another surface. If we talk water volumes (like an ocean), is the caustic volume the full water volume, and the triangle some arbitrary triangle at the floor? Cause I'm really confused about the terminology!
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Problem drawing in directx
SamiHuutoniemi replied to Mati Preisz's topic in Graphics and GPU Programming
What version of DirectX? Is it an ortographic projection? Some code? =) -
You might want to state some of the questions here, and you might get some help...
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Z-coordinate in clip space (GLSL)
SamiHuutoniemi replied to SamiHuutoniemi's topic in Graphics and GPU Programming
[quote name='Brother Bob' timestamp='1352911111' post='5000953'] Your assumption is correct, you are in clip space after the modelview and the projection matrix, but that does not mean that the fragment coordinate is in clip space. The perspective division stage separates the two. The fragment coordinate is the window coordinate (not sure if it's the normalized or pixel coordinate though) of the fragment, and consequently the depth coordinate is effectively the depth buffer value. [/quote] So the gl_FragCoord.xy coordinates are screen coordinates? And by depth coordinate, may I assume you mean gl_FragCoord.z?
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