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About bigneil

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  1. "Strikes me that it would have been far more productive to address that deficit than to engage in flaming out." It's the forum that flames out. I was once a member for years and had a rating of 400 or so, then when I said I didn't like Goto my rating went all the way to -400 - OVER ONE THREAD.
  2. Yes! I almost achieved my negative rating! This shows what a farce it is. When you're a 20 year veteran of the 3D graphics industry and already worked on Madden Football, Far Cry, Doom, Descent and other games, the rating system doesn't disprove you, you disprove the rating system.
  3. [quote name='Caffeware' timestamp='1352320584' post='4998571'] [img][/img] [/quote] Excellent Caffeware - I downloaded it and it ran instantly - this is how all software should be written!
  4. Because I was just tasked with writing a rendering engine from scratch I wanted to get a consensus on what people who have written rendering engines more recently thought. In the end I decided to whittle down my own code since it works perfectly (and recompiles in 6 seconds to all you A-holes who write programs that take 2 hours to compile (see Electronic Arts). But man, I forgot what a bunch of d*uche b*gs are on this site. Members here (what an appropriate term) pride themselves on their blog rating here and you'll never find a site more likely to neg you for one post that doesn't stroke their ego. Try saying you don't like Goto for example - they'll neg you all the way to negative 1000. But try asking an advanced question about parametric surfaces and you'll get crickets. Most of the people here with high ratings don't actually have computer science jobs (or formal experience) which is why they have so much time (and why they are so bitter). Worse, they provide best-case scenario estimates - an enormous disservice to themselves, coworkers and the industry. A wise man once said "The more I know the less I understand" - and members here understand everything. If you've worked in the industry you know you'll never find smarter people who are willing to do exactly what they are told (by their boss, the FDA and the TSA) - Developers in a crisis will (according to Meyer Briggs) "go with what the group does". Oh well, I'd rather be making $90 an hour programming OpenGL for my own business than to have a high db rating, but if you make less be sure to neg me. Anytime you do something worthwhile you're going to offend someone.
  5. The Ron Fosner OpenGL for Windows book I learned with about 16 years ago (also the Red and Blue books are good references). [url=""][/url] I also loved the Watt and Watt book though it's now 20 years old but can be had cheap (great coverage of Quaternions and other things). [url=""][/url] Dave Eberly has a good book on [url=""]Game Engine design[/url] (along with lots of tools at WildMagic). The key is to choose a project that you are highly motivated by, and then do what it takes to get it working. I prefer low level OpenGL to tooklits like glut but that's your call. Good luck.
  6. I'm not sure how "It's been a while since I wrote (a rendering engine) from the ground up" was interpreted as "it's been a while since I programmed graphics (in any capacity)", or who wouldn't take "you sound rusty and unsure of yourself" as less than insulting, but I appreciate the advice. Thanks everyone.
  7. Generally unsure of myself? 15 years rusty? And it would take Spiro 2 days and it would take me 2 months? Who is Spiro trying to impress? A group of anonymous computer nerds? FYI I've programmed OpenGL every day for the past 15 years, and patented my own rendering system in the process. My own product already served as a rapid prototyping tool and I solved their actual problem in my first few hours. It just happens they want the source code (a license of which I sell for $250K). I'm just pointing out that people don't usually write rendering engines from scratch anymore (the one I wrote in 1997 is still working fine thank you), and if someone tells you they can write a rendering engine from scratch in 2 days they are lying.
  8. I have a new assignment where my boss wants me to write the complete source code for a simple rendering engine that can load and render standard file formats like OBJ (at least one format) but it needs to be written from scratch. It's been a while since I wrote one from the ground up (15 years or so), in fact it seems hardly anything in graphics is written from scratch these days. The pay is great so I don't have a problem doing it, but am at a loss for an estimate and wanted to get a consensus from those with experience. How long would you estimate it would take to write an OpenGL program that can load say OBJ files and render models without fancy shaders? Also, what file format is most straightforward to load and render? Thanks in advance.
  9. It's been a year and the previous thread is retired, but I was wondering if wyrzy and coderchris and those guys had any luck implementing Pixel Correct Shadow Maps using the history buffer (Scherzer,2007)? I'm new to shadow maps but was leaning toward that approach. I'm wondering: A) what do we do about moving objects - don't they smudge the history buffer? B) how exactly do we blend the history buffer in Cg. I have two textures representing the last two depth buffers, but I can't seem to blend them without another pass. C) should we use multiple FBO's or one FBO with multiple color buffers - and if so, (with only one depth buffer available per FBO) do we have to translate (i.e. from -1 to 1 range to 0 to 1 range)? I assume I should use the ping ponging technique? Thanks in advance! Previous thread: Original article: [Edited by - bigneil on October 24, 2008 9:14:56 AM]
  10. Hello, I have a region that is texture mapped, and when I zoom in, I want the texture to remain fixed, as if the region is a window onto the texture, while zooming in/out is simply making the region bigger or smaller, respsectively. I thought this was as easy as scaling the U,Vs as a function of the camera height (I'm using shader language). This keeps the texture a constant size, but it scrolls as I zoom. By default, when you increase the U,V factor (say from 1.0,1.0 toward 0.0,0.0), the texture zooms toward the point 0,0 (the upper left corner). This has a scrolling effect. The texture stays the same size, but it slides diagononally as I zoom. I can zoom to any point on the main diagonal using the equation: y=-.5x+1.5 where x is the U,V scale factor and y is the new U and V. I can zoom to any point on the main diagonal if I substitute the .5 and 1.5 with say, .2 and 1.2 (to zoom to .2,.2). That is, U,V=fx*x+(1.0+fy) where fx,fy = the point you want to zoom to. However I'm trying to zoom to any point on the texture, and when I try say,( .25,.75) the texture starts out off center. Thanks in advance for any ideas, Neil