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  • Life in the cereal box....
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • The Adventures of a Universal Traveller
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  • Software Renderer in 28 days
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  • Windows [Phone | 8] musings
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  • Isolate Development
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  • Tachyon Wars
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  • Graphics Engine Development
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  • Elucidation
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  • DudeMiester Speaks!
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  • Robot University -- a 2D DirectX Puzzle
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  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
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  • Feathers and Code
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  • Dans Journal
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  • Wilhelm's Journal
  • Journal of Laval B
  • Journal of Sybalos
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  • True, False, Maybe
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  • 청담안마 OlO⇔2816⇔2526 〃최저가 청담안마방 청담역안마 청담안마시술소 청담안마추천 청담역안마가격 청담안마위치 청담동안마방 청담동안마추천 청담안마예약
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  • Michael Zhou
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  • Battle of Millenia Update #1
  • ⅸ아산출장샵 阝카톡gg882출장콜걸.홈피 kiss45.COM출장안마/ 출장마사지/출장샵/출장업소/콜걸연락처/섹파/콜걸아가씨카톡/업소연락처.
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  • ゴ여천동출장마사지 ☎ 0①ⓞ.2⑧O④.③885 コ입니다.출장 콜걸뜨거운핫한 여천동출장마사지
  • ズ매곡동출장마사지 << ㅇ①ㅇ / ②⑧ⓞ④ / 3885 >>ス시원빠끈 신속후불선입금 NO 매곡동출장마사지
  • セ진천동출장마사지 < 0!0=2⑦1⑥=!8②⑧ >ズ빠끈신속 정확선입금 NO24시간 진천동출장마사지
  • Drunken Monday, developers of Slash Arena: Online
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  • Why Brands Are Missing Out On Mobile Games
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  • BITSZER SOFTWARE/EARN BITCOINS
  • This is for my rpg game i am working on
  • ggd
  • Kavarna's blog
  • Mobile App And Game Development Blog
  • opensource & javascript game development
  • Fooliery: Build with tiles
  • Super Reaction Speed Arcade Game
  • Mobile Application & Game Development Blog
  • How To Choose The Right Learning App For Your Preschooler?
  • Project Industry[Unity Indie Game]
  • hello World
  • From Zero To VR
  • Mobile Game App Blog
  • A cute casual game
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  • Kung Fu Runner
  • PistacheGames
  • Dream Build Play - Resources
  • Modern game narratives - Writing better, stronger, more intriguing game stories.
  • onqtam
  • How to turn off Windows, Mac computers remotely using smartphone?
  • Game Testing and a Cup of Coffee
  • Mobile App Technologies, Unity3D Game Development Blog
  • Android Application Development and Growing Importance of Android Developers
  • disini
  • PandemicZ
  • Picswars.io devlog
  • First Blog
  • New Free Sound For You Guys
  • Cool Designing Tips They Don’t Teach You in Classes #1
  • Blog by Mobile App Development Company
  • 7 Things Every Mobile Team Needs to now
  • 선릉역안마 ゥェ1ゥェ。ィ.2816_〃2526 윤실장 ω환상의코스ω24Open #선릉역안마윤실장 선릉역안마연예인급사이즈 선릉역안마아가씨 #선릉역안마실장 선릉역안마정보 선릉역안마안내
  • Exploring Level Design
  • Mobile App & Game Development
  • Beneath the Waves
  • Mobile App and Game Programming Blog
  • Take my heart to this game
  • Mobile App, Web & Game Design News
  • BEST MEDICAMENT ONLINE
  • Embedded Training in Chennai
  • Free SOFTWARE PURE APK
  • South America Tours - Anubhav
  • Why BrainMobi is ranked among the best Android App Development Companies?
  • Origin Dehumidifier
  • lioryan
  • The Gragons Farm
  • Simple game for Pixabay's developer challenge
  • Oracle course in Chennai
  • Game Android
  • It's Bouncy
  • Homebrew Gamedevelopement Experiment
  • Gift of Parthax - An Ablaze Interactive game
  • White Harvest.
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  • Indienamic
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  • SAS Analytics
  • Software
  • Salesforce
  • Porting the mobile game to Gameroom (FaceBook)
  • Veteran Game Localization, Voiceover & Publishing
  • How to Develop Mobile Apps which are Engaging and also Improve the Revenue Stream?
  • Colony 7: Performance and Progression Blog

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  1. Hello! I've read MJP's great post on CSM and jiggling/shimmering and it seem to be the exact problem i'm having (I realise it's from 7 years ago or so but it seems very relevant) I was hoping someone you had time to help me solve it or point me in the right direction. I feel like i've learned the concepts and read everything I can find on the subject but I just can't seem to solve it. I'm more than happy to pay someone for their time, I just want this solved so I can forget about it because my game is at a fun stage were I can really start adding all the good bits (combat and spell effects, dungeons, swords etc). Anyway.. Here is a youtube video of the problem. I turn on the render target view about halfway through so you can see the shadow map top right. I've turned off all but the closest cascade for now and stretched it rather far so the quality isn't amazing but it shows the jiggling problem nicely. Please help My method for making the projection is pretty short and is very similar to MJPs post: public void GenerateCSMOrthoSliceTS(float pNearClip, float pfarClip) { Vector3[] frustumCorners = new Vector3[8]; Matrix mCameraViewProj = _Camera.CameraView; mCameraViewProj *= Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _Camera._aspectRatio, pNearClip, pfarClip); BoundingFrustum oCameraViewProjFrustum = new BoundingFrustum(mCameraViewProj); frustumCorners = oCameraViewProjFrustum.GetCorners(); Vector3 frustumCenter = new Vector3(0, 0, 0); for (int i = 0; i < 8; i++) frustumCenter += frustumCorners[i]; frustumCenter /= 8; // don't bother recaculating the radius if we've already done it if (radius == 0) radius = (frustumCorners[0] - frustumCorners[6]).Length() / 2.0f; Vector3 eye = frustumCenter + (SunlightDirection * radius); ShadowLightPos = eye; Vector3 ShadowLookAt = frustumCenter; ShadowLightView = Matrix.CreateLookAt(eye, ShadowLookAt, new Vector3(0, 1, 0)); ShadowLightProjection = Matrix.CreateOrthographicOffCenter(-radius, radius, -radius, radius, -radius * 8.0f, radius * 8.0f); ShadowLightViewProjectionMatrix = ShadowLightView * ShadowLightProjection; if (_nojiggle) { float ShadowMapSize = 4096.0f; // Set this to the size of your shadow map Vector3 shadowOrigin = Vector3.Transform(Vector3.Zero, ShadowLightViewProjectionMatrix); shadowOrigin *= (ShadowMapSize / 2.0f); Vector2 roundedOrigin = new Vector2((float)Math.Round(shadowOrigin.X), (float)Math.Round(shadowOrigin.Y)); Vector2 rounding = roundedOrigin - new Vector2(shadowOrigin.X, shadowOrigin.Y); rounding /= (ShadowMapSize / 2.0f); Matrix roundMatrix = Matrix.CreateTranslation(rounding.X, rounding.Y, 0.0f); ShadowLightViewProjectionMatrix *= roundMatrix; } }
  2. What are the commonly used methods that would prevent the texture/object popup in games? I'm not sure that any actually exist as even the latest SW Battlefront 2 has frequent texture/object popup. If my memory serves me right, I think Gears of War might have had a good solution for this in the form of slightly blurred backgrounds. Also, why do other devs don't realize that this completely breaks the visual integrity of the game, when did this become acceptable?
  3. Hello, I have a big old project that cannot be converted from D3D_XYZRHW to D3D_XYZ. The problem is whatever polygons around me distort, but everything in the distance is good. It seems to happen when NDC space vertex.x <= 0. I guess clipping must be the solution; but I don't know how. Here is my current code. VERTEX_DECL LocalToScreen( const Vector& vector ) { VERTEX_DECL vertex; vertex.xyz = vector - Game::Eye; vertex.xyz = Game::CameraOrientation * Game::ProjectionMatrix * vertex.xyz; vertex.xyz.x = vertex.xyz.x / vertex.xyz.z; vertex.xyz.y = vertex.xyz.y / vertex.xyz.z; vertex.xyz.z = 1.0 / vertex.xyz.z; // This stops polygons around camera distorting; but it fully removes them which // is not a proper solution. I think I need some kind of clamping. if ( vertex.z <= 0.0 ) { return vertex; } vertex.xyz.x = vertex.xyz.x * Game::HalfViewportWidth + Game::HalfViewportWidth; vertex.xyz.y = vertex.xyz.y * -Game::HalfViewportHeight + Game::HalfViewportHeight; vertex.rhw = vertex.xyz.z; vertex.xyz.z = vertex.xyz.z * 0.000588; // Legacy. This doesn't seem to do anything. return vertex; }
  4. Before using void glBindImageTexture( GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format), does need to make sure that texture is completeness.
  5. Hi, How can I emulate triple buffering in Direct3d9, so I can have vsync with high fps. DWM does it in window mode; why has nobody done it in fullscreen mode?
  6. I'm working in an old application (DX9-based) where I don't have access to the C code, but I can write any (model 3.0) HLSL shaders I want. I'm trying to mess with some cube mapping concepts. I've gotten to the point where I'm rendering a cube map of the scene to a cross cube that I can plug directly into ATI cubemapgen for filtering, which is already easier than trying to make one in Blender, so I'm pretty happy so far. But I would like to do my own filtering and lookups for two purposes: one, to effortlessly render directly to sphere map (which is the out-of-the-box environment mapping for the renderer I'm using), and two, to try out dynamic cube mapping so I can play with something approaching real-time reflections. Also, eventually, I'd like to do realish-time angular Gaussian on the cube map so that I can get a good feel for how to map specular roughness values to Gaussian-blurred environment miplevels. It's hard to get a feel for that when it requires processing through several independent, slow applications. Unfortunately, the math to do lookups and filtering is challenging, and I can't find anybody else online doing the same thing. It seems to me that I'm going to need a world-vector-to-cube-cross-UV function for the lookup, then a cube-cross-UV-to-world-vector function for the filtering (so I can point sample four or more adjacent texels, then interpolate on the basis of angular distance rather than UV distance.) First, I'm wondering if there's any kind of matrix that I can use here to transform vector to cube-cross map, rather than doing a bunch of conditionals on the basis of which cube face I want to read. This seems like maybe it would be possible? But I'm not really sure, it's kind of a weird transformation. Right now, my cube cross is a 3:4 portrait, going top/front/bottom/back from top to bottom, because that's what cubemapgen wants to see. I suppose I could make another texture from it with a different orientation, if that would mean I could skip a bunch of conditionals on every lookup. Second, it seems like once I have the face, I could just use something like my rendering matrix for that face to transform a vector to UV space, but I'm not sure that I could use the inverse of that matrix to get a vector from an arbitrary cube texel for filtering, because it involves a projection matrix-- I know those are kind of special, but I'm still wrapping my head around a lot of these concepts. I'm not even sure I could make the inverse very easily; I can grab an inverseProj from the engine, but I'm writing to projM._11_22 to set the FOV to 90, and I'm not sure how that would affect the inverse. Really interested in any kind of discussion on techniques involved, as well as any free resources. I'd like to solve the problem, but it's much more important to me to use the problem as a way to learn more.
  7. Hi, I am simply trying to draw 1 texture with full alpha, and another texture on top of it with a variable alpha. If i draw on the screen, it is perfectly fine, however, if i do it on a rendertarget, and the second texture has 0 alpha, it will overwrite the previous alpha and leave a transparent block. I am really desperate being trying to find out why this happens for 3 hours now. I have attached a picture describing the issue. It feels like it overwrites completely whats behind and draw a new completely thing, ignoring whats previously on the texture. Here is the code on render target: No error checking for sake of simplicity. void CUI::Init() { pDxDevice->CreateTexture(mTexCompSubTierBG.iWidth, mTexCompSubTierBG.iHeight, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &pTexRenderTarget, 0); } void CUI::PreRender() { IDirect3DSurface9* ppSurface = NULL; if (pTexRenderTargetDData.pTex->GetSurfaceLevel(0, &ppSurface) == D3D_OK) { pDxDevice->SetRenderTarget(0, ppSurface); pDxDevice->SetDepthStencilSurface(NULL); pDxDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE(0.0f, 0.0f, 0.0, 0.0f), 1.0f, 0); pDxDevice->BeginScene(); pSprite->Begin(D3DXSPRITE_ALPHABLEND); RECT mRect; CDxUtils::SetRectPlusSize(&mRect, mTexCompSubBG.iPosX, mTexCompSubBG.iPosY, mTexCompSubBG.iWidth, mTexCompSubBG.iHeight); pSprite->Draw(mTexCompSubBG.pTexData->pTex, &mRect, NULL, &D3DXVECTOR3(0, 0, 0), 0xFFFFFFFF); CDxUtils::SetRectPlusSize(&mRect, mTexCompRedeemBtn[1].iPosX, mTexCompRedeemBtn[1].iPosY, mTexCompRedeemBtn[1].iWidth, mTexCompRedeemBtn[1].iHeight); pSprite->Draw(mTexCompRedeemBtn[1].pTexData->pTex, &mRect, NULL, &D3DXVECTOR3(55, 240 + 2, 0), 0xFFFFFFFF); CDxUtils::SetRectPlusSize(&mRect, mTexCompRedeemBtn[0].iPosX, mTexCompRedeemBtn[0].iPosY, mTexCompRedeemBtn[0].iWidth, mTexCompRedeemBtn[0].iHeight); // Texture with FULL ALPHA pSprite->Draw(mTexCompRedeemBtn[0].pTexData->pTex, &mRect, NULL, &D3DXVECTOR3(55, 240 + 2, 0), 0x00FFFFFF); // Texture with 0 Alpha and now i have a transparent block, why does it not blend? Why is it fine if you draw on screen and not on rendertarget? pSprite->End(); pDxDevice->EndScene(); } } void CUI::Render() { D3DXMATRIX mMat; D3DXVECTOR2 spriteCentre = D3DXVECTOR2(mTexCompSubTierBG.iWidth / 2, mTexCompSubTierBG.iHeight / 2); D3DXVECTOR2 trans = D3DXVECTOR2(fCurPos[0] - mTexCompSubTierBG.iWidth / 2, fCurPos[1] - mTexCompSubTierBG.iHeight / 2); D3DXVECTOR2 scaling(fCurScaleX, fCurScaleY); D3DXMatrixTransformation2D(&mMat, &spriteCentre, 0, &scaling, &spriteCentre, 0, &trans); pSprite->SetTransform(&mMat); pSprite->Draw(pTexRenderTargetDData.pTex, NULL, NULL, NULL, 0xFFFFFFFF); pSprite->SetTransform(&matIdentity); } Thank you so much in advance.
  8. Hi, Tile based renderers are quite popular nowadays, like tiled deferred, forward+ and clustered renderers. There is a presentation about GPU based particle systems from AMD. What particularly interest me is the tile based rendering part. The basic idea is, that leave the rasterization pipeline when rendering billboards and do it in a compute shader instead, much like Forward+. You determine tile frustums, cull particles, sort front to back, then render them until the accumulated alpha value is below 1. The performance results at the end of the slides seems promising. Has anyone ever implemented this? Was it a success, is it worth doing? The front to back rendering is the most interesting part in my opinion, because overdraw can be eliminated for alpha blending. The demo is sadly no longer available..
  9. Just a quick one (hopefully). I'm trying to use hardward PCF that's apparently built in later than dx9 so I'm updating some old shaders. I was using: distanceStoredInDepthMap = tex2D(ShadowMapSamplerHQ, lightSamplePos); shadowCondition = distanceStoredInDepthMap <= (realDistanceToLight); float lit = float(ShadowMapHQ.SampleCmpLevelZero(cmpSampler, lightSamplePos, realDistanceToLight)); distanceStoredInDepthMap = tex2D(ShadowMapSamplerHQ, lightSamplePos); shadowCondition = distanceStoredInDepthMap <= (realDistanceToLight); I'm trying update it to use the comparison method on the Texture2D object; float lit = float(ShadowMapHQ.SampleCmpLevelZero(cmpSampler, lightSamplePos, realDistanceToLight)); But it's just returning 0. I've just left SamplerComparisonState as defaults. Sorry if this is a dumb question.
  10. Hiya again guys, I have a niggling problem with my CSM. The middle an far cascades noticeably "swim" as you move around. It's not really noticeable on the close one but i'm that's probably just due to the filtering and the factor it has such a high quality map to work from. Anyway I have 3 cascades and i'm using a bounding box for each. They all overlap with they near clip and this works fairly nicely but I was looking at the csm sample that some nicely ported over to monogame. The problem is I can't get the sphere based bounding boxes working at all for me. My debug rendertargets for all the cascades are just blank. If I switch my camera to be the shadow light camera (the sun) it seems fine (and it works using my bounding box method so i think that's fine). I THINK i'm just calculating the bounding box (using a sphere) incorrectly some how. Could someone help me make this method use sphere's instead please: public void GenerateCSMOrthoSlice(float pfarClip) { Vector3[] frustumCornersWS = new Vector3[8]; Vector3[] frustumCornersLS = new Vector3[8]; BoundingFrustum viewFrustum = new BoundingFrustum(_Camera.CameraView * Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _Camera._aspectRatio, 10, pfarClip)); frustumCornersWS = viewFrustum.GetCorners(); Vector3 frustumCentroid = new Vector3(0, 0, 0); for (int i = 0; i < 8; i++) frustumCentroid += frustumCornersWS[i]; frustumCentroid /= 8; lightsView = Matrix.Identity; lightsViewProjectionMatrix = Matrix.Identity; ShadowLightPos = frustumCentroid + (SunlightDirection * 100); ShadowLookAt = frustumCentroid; ShadowLightView = Matrix.CreateLookAt(ShadowLightPos, ShadowLookAt, new Vector3(0, 1, 0)); Vector3.Transform(frustumCornersWS, ref ShadowLightView, frustumCornersLS); Vector3 mins = frustumCornersLS[0]; Vector3 maxes = frustumCornersLS[0]; for (int i = 0; i < 8; i++) { if (frustumCornersLS[i].X > maxes.X) maxes.X = frustumCornersLS[i].X; else if (frustumCornersLS[i].X < mins.X) mins.X = frustumCornersLS[i].X; if (frustumCornersLS[i].Y > maxes.Y) maxes.Y = frustumCornersLS[i].Y; else if (frustumCornersLS[i].Y < mins.Y) mins.Y = frustumCornersLS[i].Y; if (frustumCornersLS[i].Z > maxes.Z) maxes.Z = frustumCornersLS[i].Z; else if (frustumCornersLS[i].Z < mins.Z) mins.Z = frustumCornersLS[i].Z; } float diagonalLength = (frustumCornersWS[0] - frustumCornersWS[6]).Length(); diagonalLength += 2; //Without this, the shadow map isn't big enough in the world. float worldsUnitsPerTexel = diagonalLength / (float)4096; Vector3 vBorderOffset = (new Vector3(diagonalLength, diagonalLength, diagonalLength) - (maxes - mins)) * 0.5f; maxes += vBorderOffset; mins -= vBorderOffset; mins /= worldsUnitsPerTexel; mins.X = (float)Math.Floor(mins.X); mins.Y = (float)Math.Floor(mins.Y); mins.Z = (float)Math.Floor(mins.Z); mins *= worldsUnitsPerTexel; maxes /= worldsUnitsPerTexel; maxes.X = (float)Math.Floor(maxes.X); maxes.Y = (float)Math.Floor(maxes.Y); maxes.Z = (float)Math.Floor(maxes.Z); maxes *= worldsUnitsPerTexel; ShadowLightProjection = Matrix.CreateOrthographicOffCenter(mins.X, maxes.X, mins.Y, maxes.Y, -maxes.Z - 500f, -mins.Z); lightsView = Matrix.CreateLookAt(ShadowLightPos, ShadowLookAt, new Vector3(0, 1, 0)); lightsViewProjectionMatrix = lightsView * ShadowLightProjection; } What I tried (which doesn't work at all) is: public void GenerateCSMOrthoSlice(float pfarClip) { bool StabilizeCascades = true; Vector3 minExtents = Vector3.Zero; Vector3 maxExtents = Vector3.Zero; Vector3[] frustumCornersWS = new Vector3[8]; Vector3[] frustumCornersLS = new Vector3[8]; BoundingFrustum viewFrustum = new BoundingFrustum(_Camera.CameraView * Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, _Camera._aspectRatio, 10, pfarClip)); frustumCornersWS = viewFrustum.GetCorners(); Vector3 frustumCentroid = new Vector3(0, 0, 0); for (int i = 0; i < 8; i++) frustumCentroid += frustumCornersWS[i]; frustumCentroid /= 8; // sphere based cascade if (StabilizeCascades) { // This needs to be constant for it to be stable var upDir = Vector3.Up; // Calculate the radius of a bounding sphere surrounding the frustum corners var sphereRadius = 0.0f; for (var i = 0; i < 8; ++i) { var dist = (_frustumCorners[i] - frustumCentroid).Length(); sphereRadius = Math.Max(sphereRadius, dist); } sphereRadius = (float)Math.Ceiling(sphereRadius * 16.0f) / 16.0f; maxExtents = new Vector3(sphereRadius); minExtents = -maxExtents; } lightsView = Matrix.Identity; lightsViewProjectionMatrix = Matrix.Identity; //Vector3 sunlightdirection = new Vector3(0.21f, 0.11f, -0.5f); ShadowLightPos = frustumCentroid + (SunlightDirection * 100); //ShadowLookAt = _SLLookAt; ShadowLookAt = frustumCentroid; ShadowLightView = Matrix.CreateLookAt(ShadowLightPos, ShadowLookAt, new Vector3(0, 1, 0)); Vector3.Transform(frustumCornersWS, ref ShadowLightView, frustumCornersLS); Vector3 mins = frustumCornersLS[0]; Vector3 maxes = frustumCornersLS[0]; for (int i = 0; i < 8; i++) { if (frustumCornersLS[i].X > maxes.X) maxes.X = frustumCornersLS[i].X; else if (frustumCornersLS[i].X < mins.X) mins.X = frustumCornersLS[i].X; if (frustumCornersLS[i].Y > maxes.Y) maxes.Y = frustumCornersLS[i].Y; else if (frustumCornersLS[i].Y < mins.Y) mins.Y = frustumCornersLS[i].Y; if (frustumCornersLS[i].Z > maxes.Z) maxes.Z = frustumCornersLS[i].Z; else if (frustumCornersLS[i].Z < mins.Z) mins.Z = frustumCornersLS[i].Z; } float diagonalLength = (frustumCornersWS[0] - frustumCornersWS[6]).Length(); diagonalLength += 2; //Without this, the shadow map isn't big enough in the world. float worldsUnitsPerTexel = diagonalLength / (float)4096; Vector3 vBorderOffset = (new Vector3(diagonalLength, diagonalLength, diagonalLength) - (maxes - mins)) * 0.5f; maxes += vBorderOffset; mins -= vBorderOffset; mins /= worldsUnitsPerTexel; mins.X = (float)Math.Floor(mins.X); mins.Y = (float)Math.Floor(mins.Y); mins.Z = (float)Math.Floor(mins.Z); mins *= worldsUnitsPerTexel; maxes /= worldsUnitsPerTexel; maxes.X = (float)Math.Floor(maxes.X); maxes.Y = (float)Math.Floor(maxes.Y); maxes.Z = (float)Math.Floor(maxes.Z); maxes *= worldsUnitsPerTexel; lightsView = Matrix.CreateLookAt(ShadowLightPos, ShadowLookAt, new Vector3(0, 1, 0)); lightsViewProjectionMatrix = lightsView * ShadowLightProjection; ShadowLightProjection = Matrix.CreateOrthographicOffCenter(mins.X, maxes.X, mins.Y, maxes.Y, -maxes.Z - 500f, -mins.Z); if (StabilizeCascades) { ShadowLightProjection = Matrix.CreateOrthographicOffCenter(minExtents.X, minExtents.Y, maxExtents.X, maxExtents.Y, 0.0f, pfarClip); // Create the rounding matrix, by projecting the world-space origin and determining // the fractional offset in texel space var shadowMatrixTemp = lightsViewProjectionMatrix; var shadowOrigin = new Vector4(0.0f, 0.0f, 0.0f, 1.0f); shadowOrigin = Vector4.Transform(shadowOrigin, shadowMatrixTemp); shadowOrigin = shadowOrigin * (4096 / 2.0f); var roundedOrigin = Round(shadowOrigin); var roundOffset = roundedOrigin - shadowOrigin; roundOffset = roundOffset * (2.0f / 4096); roundOffset.Z = 0.0f; roundOffset.W = 0.0f; ShadowLightProjection.M41 += roundOffset.X; ShadowLightProjection.M42 += roundOffset.Y; ShadowLightProjection.M43 += roundOffset.Z; ShadowLightProjection.M44 += roundOffset.W; } // //lightsView = Matrix.CreateLookAt(ShadowLightPos, ShadowLookAt, new Vector3(0, 1, 0)); //lightsViewProjectionMatrix = lightsView * ShadowLightProjection; }
  11. Hi all, As a part of my new framework/ 3D engine I've arrived at the point to go beyond nice cubes and spheres My plan is to create a tool that will convert DCC output (I.e 3ds max) to a straight forward format I can load up in my engine (binary). The format will basically consist of sets of: vertices (in one defined format), face indices, material ID's and a transform to parent. My question is about the transform. Would you store a position, rotation and scale? Or just a 4x4 matrix (I think assimp provides the latter). For the tool to convert (pipeline), I aim to use assimp. Besides the question on the transform, of course any feedback on the approach in general is appreciated.
  12. I was thinking about how to render multiple objects. Things like sprites, truck models, plane models, boats models, etc. And I'm not too sure about this process Let's say I have a vector of Models objects class Model { Matrix4 modelMat; VertexData vertices; Texture texture; Shader shader; }; Since each model has is own model matrix, as all models should, does this mean I now need to have 1 draw call per model? Because each model that needs to be drawn could change the MVP matrix used by the bound vertex shader. Meaning I have to keep updating/mapping the constant buffer my MVP matrix is stored in, which is used by the vertex shader Am I thinking about all of this wrong? Isn't this horribly inefficient?
  13. hi everyone : i want the equivalent and the correct vb.NET code for the following interface memeber : virtual void STDMETHODCALLTYPE ClearRenderTargetView( /* [annotation] */ __in ID3D10RenderTargetView *pRenderTargetView, /* [annotation] */ __in const FLOAT ColorRGBA[ 4 ]) = 0; REMARKS: FLOAT is float; this declaration is from MSDN : void ClearRenderTargetView( [in] ID3D10RenderTargetView *pRenderTargetView, [in] const FLOAT ColorRGBA[4] ); ____________________________________________________________________________________________________________
  14. It looks like Crusadar King 2 use bitmap as some kind of mask,and it display it with 3D Terrain. So what's the general idea to write things like this.Bitmap unregular Bitmap selection and 3D Terrain display. If convert it to polygon,some pixel may be very ugly and mess up the shape.If don't use polygon.I don't know how to do the 3D detection of BItmap Checking and 3D display with it. And it also have edge dash line glow effect.How to write those 2D effect and display as 3D effect? Here is the video how it looks like at about 7:22
  15. Hey guys, I need your help again if somebody here would kindly help me out. I recently loaded my very first terrain using a heightmap image for the first time. It worked great! However, I noticed some strange line segments that are being drawn from the top of the terrain stretching all the way down to the very bottom. I will post images of this below so you could see what I mean, I will also link you the resource I used to generate my terrain (which is really just 1 YouTube video) here: https://www.youtube.com/watch?v=pAHzHcUXsYA I'd be very thankful if somebody could review the code with me and help me identify the problem... Oddly enough, the person in the YouTube video seemed to have had a very similar (if not the exact same) problem I am having at 18:38 but he fixed it by adding one simple thing which I also added but didn't do the trick for me Also he is using the fixed function pipeline to demonstrate the technique, I am using the programmable pipeline for better performance. Anyway, here is the result of my terrain: The unwanted line segments: As you can see, I also have grass (very awful looking grass too :p) on top of my terrain while playing around with the geometry shader the other day. Here is how I am loading the heightmap, and here is where I believe the problem lies: void TerrainLoader::LoadHeightmapImage(const char* file) { // Load the bitmap m_pImage = SDL_LoadBMP(file); Uint32 Pixel = 0; // Check for errors if (m_pImage == nullptr) { std::cerr << "error: Heightmap image could not be loaded.\n"; return; } // Get bitmap's width and height m_HeightmapHeight = m_pImage->h; m_HeightmapWidth = m_pImage->w; // Read the bitmap (stores in this 2D STL vector of floats: vector<vector<float> > m_vHeights;) std::vector<float> tmp; for (int i = 0; i < m_HeightmapHeight; ++i) { for (int j = 0; j < m_HeightmapWidth; ++j) { Pixel = ((Uint32*)m_pImage->pixels)[i * m_pImage->pitch / 4 + j]; unsigned char r, g, b; SDL_GetRGB(Pixel, m_pImage->format, &r, &g, &b); tmp.push_back((float)r / 255.0); } m_vHeights.push_back(tmp); tmp.clear(); } SDL_FreeSurface(m_pImage); float h = 0.4f, terrainSize = 0.005f; std::vector<glm::vec3> Vertices; std::vector<glm::vec2> Textures; for (int i = 0; i < m_vHeights.size() - 1; ++i) { for (int j = 0; j < m_vHeights.size() - 1; ++j) { // Put the vertices and texture coordinates in their respective buffers Textures.push_back(glm::vec2(0.0f, 0.0f)); Vertices.push_back(glm::vec3(i * terrainSize, m_vHeights[i][j] * h, j * terrainSize)); Textures.push_back(glm::vec2(1.0f, 0.0f)); Vertices.push_back(glm::vec3((i + 1) * terrainSize, m_vHeights[i + 1][j] * h, j * terrainSize)); Textures.push_back(glm::vec2(1.0f, 1.0f)); Vertices.push_back(glm::vec3(i * terrainSize, m_vHeights[i][j + 1] * h, (j + 1) * terrainSize)); Textures.push_back(glm::vec2(0.0f, 1.0f)); Vertices.push_back(glm::vec3((i + 1) * terrainSize, m_vHeights[i + 1][j + 1] * h, (j + 1) * terrainSize)); } } // Send the data to the GPU glGenVertexArrays(1, &m_VAO); glBindVertexArray(m_VAO); glGenBuffers(1, &m_VBO[0]); glBindBuffer(GL_ARRAY_BUFFER, m_VBO[0]); glBufferData(GL_ARRAY_BUFFER, Vertices.size() * sizeof(glm::vec3), &Vertices[0], GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); glGenBuffers(1, &m_VBO[1]); glBindBuffer(GL_ARRAY_BUFFER, m_VBO[1]); glBufferData(GL_ARRAY_BUFFER, Textures.size() * sizeof(glm::vec2), &Textures[0], GL_STATIC_DRAW); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); // This concludes the function } Then, this is how I'm simply drawing the terrain to the scene: void TerrainLoader::Draw() { glBindVertexArray(m_VAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, (m_HeightmapWidth - 1) * (m_HeightmapHeight - 1) * 4); } Alright, I hope that's enough information for someone to help me figure out the issue with this... Thank you very much for taking the time to read my thread, I really appreciate it! Enjoy your day!
  16. Hello i recently started to tackle the various mesh decimation & simplification algorithms, mostly from Hoppe & Melax. The algorithms in question are the Quadric error metrics mesh simplification & the Progressive mesh simplification. I found a few good github starting points (VTK, hoppe's & melax's githubs etc.) to try and test the various implementations but i run into some problems:1. I tried to simplify a few of mine and a few of the provided (inside the code base) meshes and i noticed that not all meshes survive the same simplification. For example a 400 vertices robot mesh can be simplified down do 10-20 (or about 3-7% of the src vertices) vertices without any problem no missing faces or huge topology distortion, yet an Eagle mesh with 3000 vertices can be just simplified to 1900-2000 (or about ~60-70% of the src vertices) vertices before i start noticing that the mesh starts to lose faces (which leads to a mesh with quite noticeable number of holes). And that is something i noticed with quite a few models (be it mine or the provided). I would like to know what is the actual cause which stops / prohibits some meshes from being simplified as much as others. I am probably asking a quite stupid or obvious question 2. Even if the simplification was perfect i still have difficulty figuring out how would i preserve the vertex appearance (uv coord, tangents, normals etc.) I read a few papers - one in particular from Hoppe - New Quadric Metric for Simplifying Meshes with Appearance Attributes. But did not find any real world examples or at least snippets of code to give me a better grasp of the technique Furthermore what has been bugging me lately is more about techniques to dynamically render different LOD levels when walking over a large terrain mesh (non regular grid - NOT generated from a height map, noise, 2D data, etc. so clipmapping techniques and alike go to the bin). I will give you a CS:GO analogy or Take League of Legends as it seems a more appropriate example here, i am not sure if they are doing that exact thing, but presume that their maps are mostly hand crafted, all trees, boxes, walls buildings which are not interactive, destructible or static are probably embedded and modeled along with the rest of the map & terrain. This can potentially allow for fewer draw calls, and much richer environment. But then again how would one optimize such a huge rendering step, where the entire model of the map / terrain may consist of at least 400-500k triangles at bestOr is it just a flat plane, with everything else rendered as a separate entity on top (instancing where possible, although given that most objects are quite unique and not very many instancing will be limited) ?
  17. Hi again, thanks to the good advise from the guys on this thread https://www.gamedev.net/forums/topic/692174-opengl-2d-gui-system-question/?tab=comments#comment-5356606 thanks guys! I have my basic 2D GUI working now, buttons, windows/dialogs and sliders are working, now i want to port my scrollbox, listview controls to OpenGL, unfortunately i dont have an idea on how 'clipping' a rendered object works, in 2D canvas such as in 2D SDL or javascript canvas, what i did is for example on listview/listbox control, i draw all items in an offscreen canvas, and just Blit copy the visible area to screen based on the amount it was scrolled. Since i dont think OpenGL has the BlitBlk style of partial rendering a texture/canvas, how should i approach implementing a control such as listview control? Background, i want a 2D GUI control where there will be items inside (like a listview) that hides/clip when scrolled based on scroll value, any tips on how to do this on OpenGL?
  18. Dears, I am having a shadow shimmering in my scene. I am using shadow mapping technique. I know that there is a lot of posts over the internet dealing with this subject but My issue is slightly different. I know that the problem comes from sub-texel issue when moving the camera BUT My scene is using a different technique as the camera and the light sources are stable and the objects inside the scene is moving Relative To Eye concept (RTE). The issue is when implementing cascaded shadow mapping and variance shadow mapping as stated in Directx examples, Every thing goes well except that the shadows are shimmering (Flickering). The shimmering is coming from that the objects are moving not the camera. So when I try to solve the problem with adjusting the sub-texel problem with the camera movement it didn't solve the problem as the camera is stable but the objects are not. Any help will be appreciated. Thanks in advance.
  19. Hi again, another quadtree question - this time about neighbour finding in a set of 6 planar quadtrees forming a cube. At the moment, I've got a single quadtree in the XZ plane so finding neighbouring nodes of the same level is easy - e.g. If a top-left node wants to know it's left-hand neighbour, all it has to do is get a reference to the top-right child of its parent's left-hand neighbour. This still works for nodes contained on the same side of the cube, but it fails if I want to know a neighbour across the boundary between two different quadtrees in the cube. It doesn't work because the definition of up, left, down or right depends on which border you're querying across so asking for your left-hand neighbor using the above logic will only return the correct cell for some of the faces. Can anyone think of a way to get this simple system to work for a cube, or will it have to be more complicated? I can't think of a way to make it work without having horrible edge cases resulting in a very inflexible system. Perhaps I will just have to ignore neighbours across the boundaries and hence have small gaps in the terrain there. Thanks for the help
  20. Hey guys, I hope for help on the following problem - hopefully an easy one for you, but I am an absolute beginner... I want to simulate a Lidar in a closed source D3D9 game (ArmA2-based I think), meaning I want to get the pixel positions in view space. For that I intercept the D3D9 calls (via proxy dll) and retrieve the handle to the depth buffer texture (R32F) which I have identified . I've attached an example of the contents of this depth buffer (just StretchRect'ed the contents to the back buffer) and the corresponding rendered image. Now what I am trying to do is transform the depth buffer values to view space but I keep failing on this. I am trying to do it as described in this stackoverflow post (the only change I made after I saw that it does not work is to delete the first line 'z = depth*2.0 - 1.0' and instead directly using the depth value, because as far as I know the projection matrix(from MSDN: https://msdn.microsoft.com/de-de/library/windows/desktop/bb147302(v=vs.85).aspx,, Q = Zf/(Zf-Zn) )is already adjusted to output a depth in [0,1] - and thus should also be directly usable in inverted form for the transformatino from clip space to view space) I should mention that I can query the game API for the view frustum values (left + right angle, top + bottom angle, near and far plane), but as you can see a large part of the depth buffer is black So here are my questions: 1) What I don't quite understand is that apparently the whole depth buffer value interval is inverted, meaning far objects are dark (a color of (1,1,1,1) is white) . Are there any other projection matrices commonly used together with D3D9, that have this behavior and which I could try? 2) Is the approach shown in the mentioned stackoverflow post a valid one? Especially I'd really like to know if this division by w after applying the inverse projection matrix is correct - I thought, this division is necessary to get from clip space to normalized device coordinates. But why is it necessary here? 3) Is there any other approach I could use to get the pixel positions in view space? Thanks in advance!
  21. I have started my "small game" for a few days, I use DirectX 9(some reason i chose this old version of dx) as my graphic engine, I need the effect like the show below. I think that i may need some depth sorting algorism? The text seems to be drawed on 2d surface(sorted and always be the front)?, I'm a beginer in DX, not too much experience... Any suggestion to me is welcome, thanks
  22. I'm working on a voxel engine using Libgdx and I've been reading that using vertex buffering will increase my performance dramatically. I understand it to be packaging up all of the renderables into one object and sending that to the GPU as opposed to making thousands of draw calls individually. This sound really convenient, but I can't seem to wrap my head around it. I've looked at the wiki but still don't really know how this would be implemented. Edit: From further reading, what I think I want to do is convert a list of modelInstances into a mesh? Is that correct? If so, how do I go about doing that?
  23. I like to understand the basics of BSP tree rendering. I am looking to the doom source code also to understand the simplest form from the beginning. Maybe i can write a win32 program with drawing pixels and lines to see how it works. I dont know how the doom code works just by looking at it, i cant even find the part where they draw a pixel. Also intrested in how to implement your own BSP tree in dirextX, how do i use the vertexbuffer for that ? Do you need to replace all vertices from the vertex buffer for every frame ?, aint that slow ? I need if for unlimited lights, in the fixed pipeline i have only 8 light sources available. I also dont understand how you make your own pipeline ?, how does it work in combination with a video card ?, i dont wanto code asm or shader language or something : C++ only, is it possible ? Anyone has undestandable info about the simplest BSP tree or non fixed pipeline ? thanks
  24. Hi everyone, I'm currently adapting a planar quadtree terrain system to handle spherical terrain (i.e. I want to render planets as opposed to just an endless terrain stretching in the X-Z plane). A the moment, I use this algorithm to calculate the normal for a given point on the terrain from the height information (the heights are generated using simplex noise): public Vector3 GetNormalFromFiniteOffset(float x, float z, float sampleOffset) { float hL = GetHeight(x - sampleOffset, z); float hR = GetHeight(x + sampleOffset, z); float hD = GetHeight(x, z - sampleOffset); float hU = GetHeight(x, z + sampleOffset); Vector3 normal = new Vector3(hL - hR, 2, hD - hU); normal.Normalize(); return normal; } The above works fine for my planar quadtree, but of course it won't work for spherical terrain because it assumes the Y direction is always up. I guess I need to move the calculation into the plane which lies at a tangent on the sphere for the point I'm evaluating. I was wondering if anyone knows of a good or proven way to transform this calculation for any point on a sphere, or if there's a better way to calculate the normal for a point on a sphere which has been radially displaced using a noise-based height field? I'm using XNA by the way. Thanks very much for looking!
  25. Now I know this is dependent on the PC to a big extent but I've been out of the loop with modern hardware for a few years. I have a project where a large 3D texture might solve things, we're talking maybe 512^3 but probably 8-bit, single channel. Memory wise this is not a big deal (it's not a game project and there are not lots of models or textures in use) but I really don't know if it would be supported on a typical PC (not a games rig). Or if it would slow things to a crawl... or once it's in the GPU memory it would not be unduly performance-limiting?