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About 17b29a

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  1. the multiplication operator on vectors in HLSL is the Hadamard product/component-wise multiplication, i.e. a * b is a vector with the elements (a.x * b.x, a.y * b.y, ...). the dot product is the sum of the above, i.e. dot(a, b) is a scalar with the value a.x * b.x + a.y * b.y ...   I dunno, that's definitely surprising if diffuse is a float. just as surprising as the previous assignment of float4(0, 0, 0, 0). are you sure it's not float4?   again, no idea why ambient would be float rather than float4   there aren't only two, the Hadamard product just isn't used as often as the dot and cross products
  2. 17b29a

    Portal view

    Right, I think what I was missing in my last reply was that only a subset of the image would be used, not the entire image. My question was originally what direction the portal cam would have to look if it's rendering at the portal pos rather than behind it (i.e. in the middle of the red horizontal line in the second room in your image), since that's the only part of it you'd be using anyway, but I guess I'll look into doing it this way if it's easier.
  3. 17b29a

    Portal view

    If I have a floor and a wall next to it with the two portals on it, and I render the portal view from a distance behind the wall without the wall rendering, wouldn't I just see a floor far away, floating above the void?
  4. 17b29a

    Portal view

    That's not very informative.
  5. 17b29a

    Portal view

    I've gotten a portal thing to work ok by rendering the world from the other portal position to a texture, but I'm not sure which direction to actually render the view from. None of the solutions I can think of end up looking correct, like the portal is actually an extension of the room, and Google isn't very helpful.
  6. 17b29a

    Fading texture

    RenderDoc doesn't support D3D9, VSGD doesn't seem to want to work with dlls, and it doesn't seem like GPA would either   If I render the texture to a section of my screen, it looks fine, though. I'm not sure what else I could check.
  7. 17b29a

    Fading texture

    when I render a different view now, it stops rendering parts of the texture at certain angles/positions (depends on the view), and occasionally has a weird transparent silhouette of my char model or other patterns, like http://i.imgur.com/R6Joobp.jpg
  8. 17b29a

    Fading texture

    lol yeah that was it. Thank you. :)
  9. I'm trying to create something like a Source func_monitor (https://developer.valvesoftware.com/wiki/Func_monitor) in a D3D hook for an old game. I've gotten it to render my view fine at close ranges to the texture, but as I move away, it gradually becomes transparent, or fades to black if I turn alpha blending off. I can't tell why this is happening, especially since it doesn't happen at all if I just render a e.g. a solid green texture the same way, it only happens when I render my RT texture. Does anyone know what could cause this effect?
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