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| Some recent topics started on our forums | |
| Deferred rendering 2010 | Hello, I have a Direct3D 10 terrain engine and since I want to port the code to DX11 I am thinking about changing and adding some parts of my architecture. Currently I am doing forward rendering and I am thinking about switching to deferred rende... |
| Posted November 21, 2010 12:42:28 PM | |
| WinForms Skins | Hi, I want to skin my WinForms application to make it look darker (similar to this app: http://www.scriptspot.com/files/1/terragen2_ui_thumb.jpg) Does anyone know some sites with FREE WinForms skins/themes? |
| Posted November 22, 2010 2:46:59 PM | |
| Rendering without a swapchain? | Hello, In D3D10 and 11: Is a swap chain absolutely required for rendering? Until now I thought yes. I thought every D3D10/11 rendering has to look like this: create device create swap chain device->renderStuff() swapchain->present() ... |
| Posted November 22, 2010 2:01:42 PM | |
| Near and Far Plane | Hello, I have some little question about Near/Far Planes and NDC: 1) Assume I have a point v in object space and I transform it with the MVP matrix into clip space: u=v*MVP. D3D clips this point u if: u.x or u.y is outside [-u.w,u.w] or or u... |
| Posted November 21, 2010 10:18:24 AM | |
| Matrix questions | Hello, I have 2 question about OpenGL: 1) When I want to transform a vertex v in Direct3D by 2 matrices it looks this way: v’ = v*A*B Mathematically there are 2 ways to compute this: Step by step: v'=v*A v’=v'*B or with matrix... |
| Posted November 20, 2010 6:01:47 PM | |
| Depth test | Hi, a little question about a statement from the OpenGL superbible: "If the new pixels's z value is higher, it is closer to the viewer and thus in front of the previous pixel, so the previous pixel is obscured by the new pixel" I am kinda conf... |
| Posted November 20, 2010 2:52:58 PM | |
| Which GUI toolkit for editor? | Hi guys, I have a big question that will influence my work for the next years. I have a little 3D-Engine, writte in C++ and DirectX11. Now I want to write an 3D-editor (kinda like crytek's sandbox, but obviously less advanced) and I just can't dec... |
| Posted November 10, 2010 1:41:23 PM | |
| DirectX11 with DX10 card? | Hello, I want to delve into DirectX11 development, but I only have a DirectX11 card (Geforce GTX 275) and Windows 7. Can I still develop with DX11 or do I need a DX11 card? |
| Posted November 10, 2010 1:31:07 PM | |
| Matrix stacks still relevant? | I am currently trying to delve deeper into the OGL API and I have just read a text that says the OpenGL matrix stack is deprecated now. I was really happy when I read this, because I always hated this matrix stack thing in OpenGL. Anyway, my questio... |
| Posted October 17, 2010 9:00:35 AM | |
| OpenGL Matrix | Hello, I am reading a book called "OpenGL SuperBible 5th Edition" and the page 158 tries to explain matrices. Actually I have a solid understanding of matrices (worked a lot with Direct3D), but this page confuses me. The code is about a spinning... |
| Posted October 16, 2010 4:10:48 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Deferred rendering 2010 | Thanks for all your replies! One question: I didn't delve into the details of deferred rendering but it looks like you use determine the "virtual bounding volume" of a light source in screen space and then only draw quads over these spaces. F... |
| Posted November 25, 2010 5:17:14 PM | |
| Matrix questions | I prefer to totally skip the deprecated stuff and start with the "new" OGL 3.3+ core features. For the math stuff I prefer to use plain math tutorials. If I see code like this: Quote:draw_wheel_and_bolts() { long i; draw_wheel(); for... |
| Posted November 20, 2010 9:46:21 PM | |
| Matrix questions | Ok, I got it now:) (Even though I refused to read your red book article, because I think the red book is totally outdated and I absolutely HATE matrix stacks!) |
| Posted November 20, 2010 9:26:49 PM | |
| Matrix questions | Quote:Original post by wolfscaptain Also notice that matrix multiplication is commutative No its not. The order DOES matter! @karwosts: To be honest I am still kinda confused by OpenGL matrices. In Direct3D everything is from the left to the r... |
| Posted November 20, 2010 8:44:26 PM | |
| Matrix questions | Hm... regarding question 2: The statement calls world coordinate "eye coordinates". I think this is false. Regarding question 1: I just want to know in which order I have to multiply matrices in OpenGL. Lets say I have this: v' = A*B*C*v so... |
| Posted November 20, 2010 8:17:47 PM | |
| Which GUI toolkit for editor? | Thanks for all your answers guys:) I will check out QT the next weeks and if I manage to successfully integrate D3D11 into QT I will stay with it and will be happy that I don't have to write tons of Interop code;) BTW: SeaBourne, I have sent yo... |
| Posted November 12, 2010 6:14:03 PM | |
| OpenGL Matrix | I know haegarr, but for ME row vectors (and the according "row matrices") feel more intutive. When I want to apply a scale, then rotate than translation, I would intuitively write this on a paper: v*S*R*T, because I read from left to write. A... |
| Posted October 17, 2010 8:49:42 AM | |
| OpenGL Matrix | Quote:Original post by TheBuzzSaw Keep in mind that the matrices work BACKWARD from the way we would logically think of them. Reading your statement as plane English, you are correct: it makes no sense that translating THEN rotating would make the t... |
| Posted October 17, 2010 7:03:25 AM | |
| EvoFx Engine Technology Demo | All these "the best XX renderer in the world" really makes you look like a 16year old idiot. |
| Posted October 8, 2010 4:08:50 AM | |
| Simul Sky Sequencer | Could you please give us some information about the techniques you used to create, animate and render the clouds? Which papers you used etc. |
| Posted August 29, 2010 8:48:13 AM | |
| View All Replies Made By This User | |