Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

104 Neutral

About akhin

  • Rank
  1. Thanks, I removed quad shifting part in my engine . However that didn`t solve my issue , which means it is something different from the topic I started Thanks anyway
  2. Hi , When I tried to port a working FXAA D3D/HLSL shader to OGL / GLSL , the output looked like it was shifted. Unlike D3D , it seems pixel centers are not integers , but indexed as 0.5 , 1.5 , 2.5 ... Specifically I am interested in understanding how non-integer pixel centers could cause a difference and how it can be fixed/compensated for. ( Assuming that this is the root cause of my problem based on some threads I saw on web) Thanks
  3. Hi , As for this effect , I am trying to find a nice way to make "horizontal/vertical leak lines" to disappear. ( Horizontal example : http://active.tutsplus.com/tutorials/effects/create-a-retro-crt-distortion-effect-using-rgb-shifting/ 2nd cat photo in the page ) ( Vertical example : ) So for such an effect like this , how would you suggest me to implement it ? ( Not asking how to do it , but asking what to do ) Many thanks
  4. Tanzanite , thanks a lot for all your help , things are clear in my side now and as for my struct usage ofcourse I am not going to use rgb stuff inside structs like this , it was just for example.
  5. Hi all , I need to know the GLSL equivalent of HLSL VPOS semantics , which gives you screen space position as normalised ( in range of 0-1 and 0-1 for both dimensions ) . I checked gl_FragCoord but I dont think it is normalised. Could you advise about porting VPOS to GLSL ? many thanks in advance
  6. By the way as I have tested , I can use in out with structs so that I can share structs between shader stages. But I am trying to understand its pros and cons against non-uniform in/out interface blocks : // inside the vertex shader out struct test { ATTRIB(0) float red; ATTRIB(1) float green; ATTRIB(2) float blue; } ; test v_out; But I think that is working because I use I declare a global variable with that struct type ?
  7. Firstly I have an AMD card. 1. I am not supposed to use in/out qualifiers with structs ? Does that mean if I am going to share things between stages they should be either interfaces or just global variables using in/out qualifiers ? 2. In HLSL side, I am using semantics like TEXCOORD4_centroid , and I was planning to use something like layout(location=4) to match TEXCOORDs. And at the same time I want to specify that that variable should be sampled by centroid sampling method How can I achieve this ? 3. Regarding mixing `in centroid` with an `out struct` ,I was trying the code above in a vertex shader so that I want to output that struct and that is working like that. On the other hand the compiler doesn`t allow me to use centroid with out in a vertex shader but it just allows `centroid in` in a vertex shader.
  8. Hi everyone , I have some questions regarding porting HLSL to GLSL : 1. Regarding the HLSL shader framework I have , I have large structs with member variables which use semantics such as Color Color1 Vpos Vface Texcoord[N] and Texcoord[N]_centroid... As I understand , there are no semantics in GLSL , but built-in variables such gl_fragColor and so on. So my question is that what woud you suggest to port those structs with variables using semantics ? Shall I make member variables with semantics global or are there any other ways you could suggest ? 2. I can`t use `location` qualifier and `centroid in/out` qualifier at the same time I can have a struct like : out struct test { centroid in float red; layout(location = 1) float green; layout(location = 2) float blue; } ; but I cant have : out struct test { layout(location = 0) centroid in float red; layout(location = 1) float green; layout(location = 2) float blue; } ; The compiler says : `Location can be set only once ` On the other hand I can use `centroid in/out` qualifier together with location qualifier for a variable : layout(location = 0) centroid out float t1; So how can I use the centroid in/out qualifier at the same time with a location qualifier for a struct member ? 3. I am trying to understand the difference between a struct and an interface block( in/out/uniform ). I guess you can just create one instance of an interface so they will be just a set of global variables ?
  9. Is the site really rubbish ? I really am looking forward to hearing feedbacks , especially constructive ones thanks...
  10. Could you give a feedback considering the fact that I don`t have any prior graphics or game industry experience so I will apply for entry level jobs ? thanks in advance...
  11. First of all , thanks very much for spending your time and sharing your critiques : 1. Except from its being a low res movie , what techniques would you suggest to implement regarding content of the video to be able to make it impressive ? On the other hand , considering other 3 demos , would you suggest to put any of them to the front ? And I cant understand where I state I have talents in graphics ? First I wrote `I am focused` now I changed it to `passionate` , I hope that fixes the misleading statement because I will apply for `entry level` jobs 2. I have just 2 other videos in `demos section` for a PS3 project and a simple network programming. All programming credits are mine. But how can they have a huge difference in quality ?? Network programimng demo`s video captured in same style with my graphics demo. Regarding PS3 video , I used a simple cam recorder. 3. During electronics engineering course , I studied and practised Windows C++ programming , yes that makes me self taught During MSc ( what I really was after is not being educated but getting WORK PERMIT ) , I made self studies as crazy Regarding education part , I wrote them in reverse order by date. And during my electronics engieering , then I attended to CS lectures unofficially so that is related with there so that is why it is there. I am afraid I don`t agree with this on you , I think it is a matter of perspective. 4. I will try to re-arrange amount of `spaces` used per experience on the CV. Thanks for pointing to that out. Regarding my site , instead of using the headline `Graphics & Game Programming` , I changed it to `Graphics and Game Technologies` Plus , if you are pointing out to `Others` section , I think the title is not misleading because they already are not in demos section , they are just there because I enjoyed my time when working with them , they might be unrelated to game TECHNOLOGIES development I am aware so that is why I call`em the others 5. I am not directly interested in games , but directly interested in game technologies , that would be developing a part of an engine , working on graphics and special effects , maybe networking or physics. So thanks to your critique , I have changed the headline in the entrance as `Graphics & Game Technologies Programming` Ofcourse I did not have great time to specialize on all of those , so that is why I tried to build a graphics demo from scratch even it is not impressive and the others But regarding game technologies programming , what changes would you suggest to restate them ? How really can I restate them if my all past experiences had nothing directly todo with those The only thing I can offer with my past experiences is C/C++ development , but no engine no graphics no others
  12. Hi, I`d like to know your critiques for My portfolio thanks in advance
  13. akhin


    Any suggestions ?
  14. thanks , Nvidia demo seems very nice , actually all Nvidia demos look nice
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!