# KarimIO

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1. ## Scene Graph Structure / Avoid useless calculations with Scene Graph

@Wyrframe By your definition, any graph is a scene graph, which seems technically true but I don't see how a "Gang-boss" relationship is general enough to refer to all objects in the scene, which is what I perceive as the definition. I have implemented use of Folders and Levels, and will implement layers (or tags, or both), but I'm talking about hierarchy / graphs within a scene / level and don't think anything (except maybe layers) can be considered scene graph. I do like the idea of using static / dynamic / movable to dictate the use, but there still might be cases where you don't want a static object to move with its parent, which was organized in that way simply for semantic reasons @Sacaldur Interesting idea for the organizational nodes, might go with it. EDIT: But isn't that made redundant by the use of flattening static nodes?
2. ## Scene Graph Structure / Avoid useless calculations with Scene Graph

@Wyrframe I know the difference between a scene and a graph, I just figured most scene graphs were actually scene trees (I've never seen on that's an actual graph - Unity, Unreal, I think Godot, all use trees). They almost always just act as a transformation hierarchy. Can you point me to any scene graphs in an engine that don't act as such so I can get what you mean?
3. ## Scene Graph Structure / Avoid useless calculations with Scene Graph

So I was debating whether or not to have a scene graph in my engine, because most people just use it for organization, rather than transformation, and I don't want to waste tons of matrix multiplications on things just when the level designer intended to organize their scene. My solution is to have multiple scene graphs, I was thinking of having one for organization and one for transformation. Does this make sense? If not, how do you handle scene graphs in your projects? EDIT: Also, if you flatten some of the structure (ie: leaving the transformation for easy editing, but flatten prior to runtime), how do you decide what to flatten?
4. ## STB Image

It works great here, been using it for years.

6. ## GL_S3TC_DXT1_RGB vs GL_S3TC_DXT1_RGBA

Sorry for the late reply, but does this mean I can just make everything RGBA without negative consequences?
7. ## GL_S3TC_DXT1_RGB vs GL_S3TC_DXT1_RGBA

Okay thanks! I've built my own dds exporter and importer so I can easily modify it to support this, I was just confused most of the flags related to channels were about uncompressed ones according to the msdn. Also I'll let the question about whether or not dxt_rgb stand for curiosity's sake.
8. ## GL_S3TC_DXT1_RGB vs GL_S3TC_DXT1_RGBA

Isn't that just for uncompressed data? Or for all of it?
9. ## 3D GL_S3TC_DXT1_RGB vs GL_S3TC_DXT1_RGBA

Hey guys, is there a difference in performance between GL_S3TC_DXT1_RGB and GL_S3TC_DXT1_RGBA? I want to use the latter in all cases if possible because dds files have no way to check if there's an alpha bit or not.
10. ## Spherical Harmonics and Lightmaps

But those issues can be mitigated by using features like parallax cubemapping and SSAO. Not fully, to be sure, but when it's the high frequency data that matters, I don't see how cramming more low-frequency data in can help all that much. And how would they even be combined? I skimmed through most of this and it's quite interesting so far. That was my thought process for the most part but I think many are able to combine lightmaps and SH quite well. Sounds interesting! I'll try this out then. Do you have any articles about this technique?
11. ## Spherical Harmonics and Lightmaps

I was considering only using those kinds of approaches on smaller areas, if at all (RSM, VoxelGI, and the like would be supported in volumes) because they're so expensive. But I'll check out your link, thanks
12. ## 3D Spherical Harmonics and Lightmaps

Hey guys, Are lightmaps still the best way to handle static diffuse irradiance, or is SH used for both diffuse and specular irradiance now? Also, do any modern games use direct light in lightmaps, or are all direct lighting handled by shadow maps now? Finally, how is SH usually baked? Thanks!
13. ## 3D Modern Terrain and Water Geometry

Hey guys So I was wondering how modern terrain and water geometry works both with and without tesselation. Essentially: 1) Is Geoclipmapping still the best CPU tesselation technique? 2) Is Geoclipmapping still used with tesselation? 3) Is non-tesselated water just flat? Is there any other (reasonable) ways to simulate it? Do people use Geoclipmapping for that too? Thanks!
14. ## Copy Z-Buffer in DirectX

To clarify to those finding this later, and so someone can correct me if I'm wrong, this is a good solution, but you can not use it with the default depth buffer in opengl. This can be solved by using an fbo in the middle, and simply doing something that doesn't output depth, such as post processing, at the end.
15. ## Copy Z-Buffer in DirectX

Forgive me if this is marginally off topic, but with OpenGL, is that done this way? glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glBindFramebuffer(GL_FRAMEBUFFER, fbo2); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0);