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centipede

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About centipede

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  1. centipede

    Help with multi-pass rendering

    Quote:Original post by Eldritch Hmm, I hope someone with OpenGL experience can tell me if I am thinking correct: ... Use glDepthMask(true) to enable z writes and glDepthMask(false) to disable them. As you said, glColorMask() enables/disables color writes. An yes, keep GL_DEPTH_TEST enabled all the time.
  2. centipede

    Help with multi-pass rendering

    Quote:Original post by Eldritch If you do not mind me asking a rather n00b-ish question.. but how would I make a z-only pass? What I do now is: *** Source Snippet Removed *** I'd do something like this: // Z-only pass Disable color writes Enable z-writes for each object render this object // lighting pass Enable color writes Disable z-writes (keep z-testing still enabled) for each light for each object touching this light render this object
  3. centipede

    Standard Semantics Reference

    Quote:Original post by shaquill Is that fine? Yes.
  4. centipede

    Your opinion about this heavy song.

    I have that same problem too. Owl, maybe you could host it somewhere else? Rapidshare, for example.
  5. Quote:Original post by cader so i need to get VS 2003+ to make it work ? ok then I recommend Visual C++ 2005 Express Edition. It's free.
  6. centipede

    HDR rendering and Blending

    And then here's this thread, where SimmerD explains his LDR bloom method.
  7. centipede

    keeping window seperate from renderer

    I assume you have some sort of initialization method in your renderer class, for example Init(). You can just make it into something like this: public bool Init(Control targetControl) { ... } Now the init method takes a Control as a parameter. Remember that all Forms, Buttons, etc. are derived from this class. Then you can just use targetControl when you initialize Direct3D: PresentParameters pp = new PresentParameters(); ... pp.DeviceWindowHandle = targetControl.Handle;
  8. centipede

    Best moment in a video game?

    The Shalebridge Cradle level in Thief 3. 'Nuff said.
  9. centipede

    Learning shaders

    Quote:Original post by d000hg I'm still on D3D8.1 btw - I sort of plan to port my code to DX9, do I have to do this to avoid doing my shaders in asm? DX8 doesn't have HLSL compiler, so your only choice is to use assembly shaders. I recommend moving to DX9, HLSL is just so much nicer.
  10. Quote:Original post by Unfadable Been digging around to find out about this. Some old threads I found say that ATI card do not support this. Is this still the case? Yes. NVidia has patented shadow mapping implementation on hardware, so ATi can't implement it on their cards. You can do shadow mapping using pixel shaders, though. Quote:Maybe its safe to assume that if the specs don't list a feature, the card doesn't have it? I believe so. [smile]
  11. centipede

    Setting a Float Array for shaders

    You are multiplying the ambient color with the vertex color. I guess you're not setting the vertex color, in which case it's black, and so the output color is also black. EDIT: Are you using a pixel shader? If so, you should post that code here too.
  12. centipede

    Effect file framework and header files?

    Yes, it is possible. The syntax is simply #include "myfxheader.fxh" or #include <myfxheader.fxh>
  13. centipede

    Frame Rate stuck at 60 fps

    Quote:Original post by kovacsp Use d3dParams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE instead of D3DPRESENT_INTERVAL_DEFAULT. And if this doesn't help, make sure that you haven't forced VSync on in your video card drivers.
  14. Quote:Original post by tomwindcloud But how to set the vertex shader in the effect???? I can't find any function or interfaces can do it. You can use the SetValue() method to do this. It takes a pointer to any kind of data, including shader programs.
  15. Quote:Original post by paic Anyway, the "traditional" way of doing stencil shadow is : ... That's the physically incorrect darkening method. [smile] More correct way is this: 1. First, draw only ambient lighting. Fill z-buffer at this time. 2. Now, do this once per light: a. Draw shadow wolume to stencil b. Turn on stencil testing c. Activate the current light and draw scene normally I wrote that on top of my head, and I don't remember all the details. You may want to take a look at jollyjeffer's article for more info.
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