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About CadeF

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  1. CadeF

    Project RiL Script Editor

    RiL isnt entirely in C#, parts are in C++ where the speed benefit is higher than the cost of interop. The scripts themselves can be any .NET language, it's just that since the most well known .NET language is C#, we've chosen to make the script editor do C#.
  2. CadeF

    O_O A month already?

    Hrmph :P
  3. CadeF

    T3h projects

    Heil, Blasted nagel! Nice journal. =) I'm uh... way past that "progress report"! If you'd get on MSN sometime... =P
  4. CadeF


    *grabs and runs*
  5. Schrompf, in my engine, I write out the ambient term as a pass, before doing the lighting passes. I don't think deferred shading is only good for non-shadow casting lights, since I use it both with lights that cast and do not cast shadows, the only extra work I do is computing the depth values for the shadow map, and comparing that with the depth values in the shader. I considered using depth peeling, but it wasn't very efficient, so I do a depth-fill pass and render transparent surfaces using forward rendering.
  6. CadeF

    Strange HLSL variable issue

    Look at the output which the fxc compiler generates, before and after changing that line of code, and see if there's a difference. If your not using the fxc directly, but creating the shader in your app through an Effect, use D3DXDisassembleEffect or Effect.Disassemble to look at the fx compiler's asm version of your shader.
  7. The SamplerState specifies how the texture is filtered when it renders. The parameter to D3DXCreateTextureFromFileEx specifies how the texture is filtered after it is created but before it is returned, but this only happens if the texture is resized.
  8. CadeF


    Looks really cool, as usual... :)
  9. CadeF

    Accessing pixels in HLSL

    Yes, that seems correct :) This should be helpful, if you have any doubts http://developer.nvidia.com/object/Mapping_texels_Pixels.html
  10. http://www.sjbrown.co.uk/?code=cubicshadows Rendering to the cube map requires 6 passes, so you might want to look into something faster such as dual paraboloid shadow mapping. http://www.gamedev.net/columns/hardcore/dualparaboloid/
  11. CadeF

    How to extend a VertexBuffer ?

    In my engine, my dynamic vertex buffers are 4MB, good enough for roughly 150,000 vertices at a time. I use one dynamic 4MB vertex buffer, but multiple larger vertex buffers for storing and rendering static geometry, one for each material.
  12. CadeF

    Help for DrawText Method VB.Net

    Your DrawFont object has not been created, try something like this to create it DrawFont = New Direct3D.Font(D3DDevice, New Drawing.Font("Arial", 14, Fontstyle.Regular))
  13. CadeF

    Help for DrawText Method VB.Net

    How have you initialized the DrawFont object?
  14. When you render from a floating point buffer to an integer buffer, you lose precision, so that is probably what causes your problem. Edit: Also, if I remember correctly, an integer buffer is limited to the 0-1 range from within a shader.
  15. Instead of loading as Format.DXT1, try loading as Format.Unknown. It might be the DXT1 texture compression that is giving your textures the tint.
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