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vinterberg

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About vinterberg

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  1. Did you add the 3-float padding to both the struct and the shader layout? How is your Color struct defined?
  2. vinterberg

    FrameBuffer / Multi light

    https://learnopengl.com/Advanced-Lighting/Deferred-Shading "How we really use light volumes" ...
  3. vinterberg

    Missing pixels in mesh seams

    Could be related to the vertex ordering of your triangles, or too many operations on the vertices (it's normally best practice to multiply all needed matrices together before sending them to shaders) perhaps?
  4. vinterberg

    FrameBuffer / Multi light

    ..You use the G buffers to store normals and all that stuff needed for lighting, then for each light you render either a mesh that represents it (scaled unit sphere for point lights etc), or you can calculate 2d screen coords and render simple quads or something else... But no matter how you do it, the lighting shader reads from the G buffers and outputs using additive blend. Then you can render as many lights as you want to, and I suppose you should output to a 16 bit/channel output buffer and do some HDR/tonemapping to bring it down to 0..1 intensity. You can do a fullscreen quad pass to add ambient light, since that shouldn't be added for each light, but only once.
  5. vinterberg

    FrameBuffer / Multi light

    You accumulate lights by using an additive blend function, so every light you render adds to the output buffer
  6. It would probably be better to use texture atlasing, where you combine all your textures in a large texture (possible an texture array, if you have many textures)
  7. vinterberg

    D3D9 Render to Texture Problem

    First of all, you should clear depth buffer with 1.0f, and not your far_dist.. Have you checked that you unbind the texture before setting it as render target (assign NULL pointer to the slot)? If it's still bound as a texture input, you cannot assign it to a render target
  8. Sounds more like buffers not able to keep up, maybe a slow harddrive or something? If the issue is with the APIs, it's how the software uses them and not the APIs themselves that is bugged..
  9. http://www.sunandblackcat.com/tipFullView.php?l=eng&topicid=35 You could try the method mentioned in "Additional offset to depth values in shadow map" about calculating bias using the normal etc, see if it helps in any way
  10. What's the code for your bias?
  11. vinterberg

    DirectX 11 Device context queston.

    Could you use temporary buffers in your construction-thread, and when the thread is finished do a create, map, copy, unmap to a DX11 buffer from your main app?
  12. vinterberg

    Dual Quaternion Skinning Artifacts

    Searched and found this link http://dev.theomader.com/dual-quaternion-skinning/ ..and it seems he does "cross(real, dual)" and not "cross("dual, real)" in the TransformPoint part..?
  13. Ah yes, overlooked that one ^^ .. Do you test LockRect() against D3D_OK, to see if it actually succeeds in locking?
  14. Pitch * Height * NumBytesPerPixel .... What format is your texture? I think maybe your texture isn't 8bpp...
  15. vinterberg

    Bloom/Glow effect in OpenGL question

    I would guess the crystal is done with a simple emissive property, and a point light without shadowmap?
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