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# arunvb

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1. ## Inverse Transpose of a matrix inside Vertex Shader

If I have a matrix in a vertex shader, is there a way (a function or something of that sort) to calculate the Inverse Transpose of that matrix inside the vertex shader ? Do I need to write a function of my own ? Any pointers / code snippets are appreciated. Thanks Arun
2. ## ROAM question

If you are refering to the ROAMSimple example, look at the method Landscape::Reset (). You will find that the patches are actually linked to their neighboring patches. So during triangulations, if there is a split or merge, any necessary splits / merges are propagated on the adjoining triangles in neighboring patches through this root level link.
3. ## rendering of grass

I know some of the games like Far Cry use geometry instancing for rendering grass and bushes. I believe they model on small patch of grass / bush and use geometry instancing to replicate them throughout the scene.
4. ## High dynamic range lighting

Can someone point me to good books and articles, apart from the ones at gamedev.net as I have already read them, that covers extensively on high dynamic range lighting ? Any help is greatly appreciated. Thanks Arun
5. ## Cube Map Normalization

so, you are saying that each texel in the cube map will contain in its RGB components, the normalized vector for any vector with the direction from the center of the cube to that texel and this value can be read in the shader by sampling the cube map texture and the given vector. Now I get the whole picture. Thanks for the clarification matches81.
6. ## Cube Map Normalization

I just got started with cube map normalization and have a question about it. According the the cube map normalization, I believe, each face of the cube is at 1 unit from the cube's center. The position at which a given vector V intersects a texel on the face of the cube map is found and the vector connecting the center of the cube and the intersected texel gives the normalized vector of V. I guess so far I am correct. If not please correct me. Supposing I am correct, consider the following picture. The image below is a cross section of the cube map along the XY plane. Sorry about the messy representation. ---------------- |||||||||||||||| ---> B |||||||||||||||| |||||||.|||||||| ---> A |||||||O|||||||| |||||||||||||||| ---------------- In the above image consider 2 texels A and B at which 2 given vectors intersect the right face. A lies on the horizontal co-ordinate axis from O. Since each face is 1 unit from the origin, I can see that the length of vector OA will be 1 and so OA is a normalized vector. But, in the case of B, the length of OB is not 1 unit but > 1 unit. So OB cannot be a normalized vector. What did I miss in my understanding of the Cube Map Normalization ? Or is the cube map normalization just a fast way to get *almost* (approximated) normalized vectors ? Somebody please explain this. I would also greatly appreciated if someone can point me to some good articles on cube map normalization. I tried googling, but could not get much from it. Any help is greatly appreciated
7. ## Deleting memory from DLLs (C++)

When you have static linking between the exe and dll, they maintain seperate heaps and I believe only, the owner of the heap can allocate or delete memory from the heap. That's why you need the new and delete to be executed from the same module. That's not the case though if you dynamically link the dll with the exe (using the LoadLibrary at runtime) since in this case both the exe and the dll share the same heap. In this scenario you should not be having problems if you have the new and delete across module boundaries.
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