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About Rannion

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  1. Rannion

    FBX double sided materials

    Thank you goalied00d for your answer but I know about culling and that is precisely the problem. In the Fbx file, the geometry has some winding order determined by the indices. And there is only one triplet of indices per triangle. So how do I know this triangle should be rendered both sided? So to use the proper shader, I was expecting to find some informations in the materials. Thank you anyway, might help others.
  2. Rannion

    FBX double sided materials

    I'm happy to see I'm not the only one in this situation and that the answer is not so trivial. Also I don't believe this information is coming from the custom properties, it could be a workaround for sure but I need to determine this from any FBX file. Thanks for your post, let's hope we'll gather more informations here ;o)
  3. Hi all and especially those who know about FBX SDK... I've been using fbx sdk for some time now but I couldn't put the finger on how to know if a material or a piece of geometry is supposed to be double sided. I can't find a flag or something that could tell me, this geometry needs to be rendered with no culling. I know in Maya this information exist but how is it exported to fbx file. I checked the forum in autodesk sdk but couldn't find any good answer. I know the community here has some serious fbx developper so I hope to get some hint. I am currently working on a model which has a cape, it looks good in Maya obviously but the exported file doens't even show properly in fbx review. I know this is not really surprising... When loading the exported file (fbx) in Maya, I can see in the cape in the section "Render Stats", Double Sided is ticked. So somewhere this information must be stored. Does anyone has an idea on how or where this information is stored in the sdk? Many thanks.
  4. Thank you all for your advices, I'll change my design then. I'll look at a single thread with semaphore, I think this is the way to go. Again, thank you all to help me make a decision.
  5. Hi, I am sending data to peers and those data need to be retreived from a scenegraph with a mutex to lock the data. The process of gathering the data is taking a bit less than a ms. I'm starting the thread every time I want to gather the data. If I'm running at 60 fps, I'm starting the thread 60 times per second so is that a performance or design problem? Would it be much better to have the thread always running and some kind of mechanism to ask him to perform the task whenever it's needed, so around 60 or 120fps? Also, does starting a thread creates some memory alloc/dealloc and then produce on the long run some kind of fragmentation? Thank you all.
  6. Rannion

    Filling console with ASCII

    Cheers, this is perfect! I did not think about this, simple and very efficient! Thank you.
  7. Hi, I'm trying to fill a win64 Console with ASCII char. At the moment I have 2 solutions: one using std::cout for each line, let's say 30 lines at once using std::endl at the end of each one. The second solution is using FillConsoleOutputCharacter. This method seems a lot more robust and with less flickering. But I'm guessing, internally it's using a different table than the one used by std::cout. I'm trying to fill the console with the unsigned char 0xB0 which is a sort of grey square when I use std::cout but when using FillConsoleOutputCharacter it is outputted as the UTF8 char '°'. I tried using SetConsoleOutputCP before but could not find a proper way to force it to only use the non-extended ASCII code page... Has anyone a hint on this one? Cheers!
  8. Rannion

    Procedural star shader

    www.shadertoy.com will have a lot about this. You can do a search on star...
  9. Mosketch™ combines advanced sketching techniques and a powerful inverse kinematics solver to easily and quickly create 3D character animation. If you struggle animating your 3D characters or monsters, this tool might well save you a lot of time.   No need for complex rig, just a nice bones hierarchy and you are ready to animate. This is the beauty of it. You can even sketch over your bones to "draw" the animation.   There is few tutorial videos to watch on the web site to quickly understand the core principles.   Check out the web site http://www.mosketch.com/ and download the beta for free.    Any comments, or requests on the forum http://support.mokastudio.com/support/discussions will be much appreciated.   Thank you all for your assistance.  
  10. Rannion

    Blending settings question

    No, it's not really acceptable to generate them on the fly I would prefer swiftCoder alternative using quad-strip with a normal map then. And I guess I need to do it with a geometry shader which I'm not yet confortable with. Plus I need to work the math to know where to place my corners just knowing the middle top point and middle bottom point in world space.   So thanks anyway for all your suggestions.
  11. Rannion

    Blending settings question

    Well, after some tests, I want to avoid C0lumbo method just to render the cylinders only once. I cannot use the stencil buffer as I don't have the interface to use it.   So I tried swiftCoder method which seems great at first but it won't do what I want. My depth test is enable and I'm writing to it. The cylinders are z sorted and rendered front first and I have the blending enable. So I can see the scene through them but I cannot see other cylinders through them which is what I want, fine.   But the problem remains where they intersect in fact. And this is normal as the z being written is indeed behind at some point no matter which cylinder is being drawn first. So I guess this leaves me to ask for the support of the stencil solution... Or maybe ask for the support of glDepthFunc and set it to GL_NEVER...
  12. Rannion

    Blending settings question

    Thank you all for your answers. As I don't have access yet to the stencil buffer with our proprietary api, I'll try swiftCoder method which seems great to me.
  13. Hello everybody,   As you can see in the picture, I'm rendering a serie of cylinder which are dynamically moving. It's to show a sort of 3d path. Anyway, I want them transparent like how they are right now but as you can see where they overlap of course there is an artifact I'd like to get rid of. I'm using the usual settings: source = source_alpha and destination = one_minus_source_alpha.   Is there any state settings or any way to have the same transparency everywhere for those overlapping cylinder ? So where they intersect the alpha is not taking any other cylinder into account.   Cheers !  
  14. Thank you very much Spiro, you are such a helpful person. Don't know how you can reply to all those threads while still have your own work. Anyway this is much appreciated and I think you deserved a real thank you here.   You just replied to all my interrogations right now so, I'm going to give it another go very soon.
  15. Hi, as I'm rewriting some old stuff, I had a look at this thread and it seams really good. I might go for GGX specular soon. But I have a stupid question I guess, I was wondering about that line:   float3 l_diffuse = in_diffuse * PI_INV * NdotL;   Is it standard now to multiply by (1/pi) for the lambert term ? And also if I go for this model, is it applicable for directional, point and spot lights ? Or just for a specific one ?   Also as this is going to be way darker, I assume it HAS to be used with GGX specular to compensate, am I right ?   Edit: Got more questions now... How would one go from the old normal material model to this new one ? Like for specular I was using a specular colour with rgb and "a" was the specular factor. Specular power was also known as material shininess. Now we are left with the roughness which I suppose is correlated with the old shininess. And F0 which I'm guessing is what I had in the specular colour but this is pure speculation. Is there a way to transform one to another ?   Cheers
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