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About Code-R

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  1. is it possible in Cg to have an unsized array bound to a tex coord semantic? as in, in a fragment program, can I have: void main(in float3 LightVectorsTanSpace[] : TEXCOORD0) { /*...*/ } and have it span automatically till texcoordN with cgSetArraySize()?
  2. Would it happen to be static vertex buffers, or something else? TIA
  3. either ping-pong between 2 textures, or use h/w [alpha] blending.
  4. Code-R

    Cheap xbox 360 sdk planned!

    I hope it has native programmability too :)
  5. Why is the game only open to US residents? more importantly, why isn't NY eligible *cries*. any idea about this? why are europeans not allowed, japanese, etc?
  6. completely off topic: sipickles: Mind posting a tutorial on geoclipmapping sometime? the paper has me totally lost! :)
  7. how can I read the z-buffer value form a post process path? is there somehow to access the current z-buffer value or will I have to add a new path where I render Z to a floating point texture?
  8. Code-R

    SSE confusion !

    Quote:Original post by bpoint SSE does not work well horizontally. For calculating the dot product, you have to add X, Y, and Z across a register, which can only be done by shuffling. If you have SSE3, there is a single opcode which does this for you, though. (can't remember it off the top of my head...) HADDPS.
  9. you're re-loading identity on the model view matrix, and you have an unnecessary gluPrespective call. Do as phantom said, namely: glMatrixMode(GL_PROJECTION); //ADDED glPushMatrix(); // glLoadIdentity(); glOrtho(0.0, gWidth, gHeight, 0.0, -1.0, 10.0); glMatrixMode(GL_MODELVIEW); //ADDED glPushMatrix(); // glLoadIdentity(); glBegin(GL_QUADS); glColor3f(1.0f, 0.0f, 0.0); glVertex2f(0.0f, 0.0f); glVertex2f(10.0f, 0.0f); glVertex2f(10.0f, 10.0f); glVertex2f(0.0f, 10.0f); glEnd(); //switch back to perspective mode glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix();
  10. is light_pos in eye space? also, why are you pushing/popping matrix around setting the light position?
  11. How can I convert a z-buffer value, read in a fragment shader, into a linear w-buffer-like value that varies LINEARLY from the near plane to the far plane?
  12. http://www.parashift.com/c++-faq-lite/freestore-mgmt.html#faq-16.3
  13. I think this is what it's supposed to do. But it looks like it's recompiling each and every time! 68% of the application's time is spent in cg.dll! any ideas?
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