stroma

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About stroma

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  1. using multiple cameras in a scene

    just build a camera class which has a function to generate look at matrix from its properties,or uses gluLookAt().. if multible of cameras will not be active at a time(just like security cam screens, or any viewports), you dont need any FBO or render to texture. just update the camera that you are using at that moment.
  2. MaxScript Exporter

    Quote:Original post by AndyEsserI've included my Maxscript with this email. It would be much appreciated if someone were able to tell me how I could export the texture paths and reference the texture index for each face. every node in max has a "material" property. and if that is not a "Multimaterial" object you can get diffuse texture's path with: "node.material.diffuseMap.fileName" and other maps' names can be accessed similarly. i dont understand what you mean with "indexing"?
  3. shaders is the keyword for next-gen engines. lots of game company started to use special artists to get correct shader codes and values. and some optimize differences with old engines, because of the increasing of texture sizes, polygon count..etc while the content is bigger and more active, some algorithms getting unuseful(and i think BSP for rendering is one of these). and of course CPU-GPU(-PPU) usages are more stabilizated, just like making GPGPU.
  4. skeleton animation ms3d (milkshape)

    try not to send double post,pls. here is a tut and source for ms3d files' animation: http://rsn.gamedev.net/tutorials/ms3danim.asp
  5. OpenGL GPU monitor

    i am using "ATI Tray Tools" which can display FPS, Free Texture Memory(FTM), Free Video Memory(FVM) and System Memory Usage(SMU) on screen just like this: also you can make changes on GPU and memory speeds if you want. check it out @ http://www.guru3d.com/article/atitraytools/189/ for nvidia cards there were some tool to show free video memory, etc but i dont remember its name.
  6. Shaders + fog

    i could not understand what do you do with the shader. do you use a sampler for fog? you may want to look here: http://www.gamedev.net/community/forums/topic.asp?topic_id=257153
  7. 3DS loader problems

    you should find some articles about chunks, their adresses and sizes. you only need to read the cunk and get the data from there. www.wotsit.org has some link for this. another option is download some engines that supports 3ds files. read their code. 3ds is not hard to use and lots of tut out there..
  8. yes, if you need to, you should sort them, preferably in gpu.
  9. OpenGL OpenGL profiler

    also i found GLIntercept very useful. it can also give culling performance.. (but a bit buggy with shaders)
  10. you can also use clipping planes to split terrain and water..
  11. and i found that rendermonkeys own example projects uses sampler2D for 1D textures too.. just change your fragment shader to : varying vec3 normal ; varying vec4 lightVector ; uniform sampler2D hTex;//a handle for accessing a 1D texture float intensity ; vec4 color ; void main(void) { intensity = max(dot (normal, lightVector.xyz), 0.0); //texture1D access to a texture's pixel color = texture2D(hTex, vec2(intensity));//intensity is the texture coordinate //color computation gl_FragColor = color ; }
  12. i did not use 1D textures with rendermonkey (even there is no 1D texture variable, maybe no support) so tried it with 2D textures(with same 1D intesity texture), it works... the problem should be something about generating texture coordinates or render monkey's 1D texture usage (i think my second 2nd guess true, because it is black even if no black pixel in texture ^^ )..
  13. help me with lightmapping !

    Quote:Original post by fantasy_world Quote: OR dont use vertices to hold UV data. hold them in polygon your class. ;) sorry, I don't really understand. If holding uv data in a polygon class, so how to use it ? (if I want to use pixel shader to implement multi-texturing). thankssomething like : struct Vertex { float x,y,z; int boneId; }; struct UV { float u,v; }; struct Poly{ int v[3]; int n[3]; int uv[3]; }; struct Mesh { P=oly *faces; Vertex *vertices; UV *uvs; Vec3 *normals; int faceCount; int vertexCount; int uvCount; int normalCount; }; it means you will use seperate uv s for all triangles. uses much more memory, implementetion is not different because you are not using or adding something new. but you should prepare them for stream usage and pixel shader. not hard at all. but these technic is not as good/fast as splitting vertex into 2 or more vertices. and i only used it for easier lightmapping my high poly buildings. i will post you its source if i find it (a bit old, i will look up my archives). (in fact it makes same effect for all tris, even it is not necessery, ^^)
  14. help me with lightmapping !

    eg. : if your polygons has 2 texture, you will split them 2 subsets, so : if you vertex has 2 uv you split it to 2 vertices. OR dont use vertices to hold UV data. hold them in polygon your class. ;)