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| Some recent topics started on our forums | |
| PSSM shadow problems | Hello I am trying to implement PSSM shadows in the engine and so far most things seem to be correct. There is problem i have with the splits. The frustum seems to get split correctly but when i sample the shadow maps, things go wrong for all sh... |
| Posted October 22, 2008 10:08:42 AM | |
| Masters of Belial [XNA] | Hi gyes! This is a screenshot from an indie game i am doing, all done in XNA. This screenshot features Focused Shadow Mapping with 7x7 PCF and Low Dynamic Range Lighting Terrain and enviroment objects are all normaled mapped. There are 5 lig... |
| Posted February 19, 2008 11:44:33 AM | |
| Shadow map Artifact from Self Shadowing | Hello everyone i have a self shadowing problem using shadow maps the shadows work just fine except some spots which look like in the picture below www.baltzstudios.com/artifact.jpg does anyone know whats wrong and how to fix it ? :P ... |
| Posted July 2, 2006 6:15:57 PM | |
| uploading a struct into HLSL file | Hi I have the following struct and variable in my HLSL file struct OmniLightStruc { float3 Position; float3 Color; float Intensity; }; OmniLightStruc LightPixelOmni[3] : LightPixelOmni; I have a problem with uploading the data to... |
| Posted June 23, 2006 4:16:24 AM | |
| C# and MDX slowdown issue | Hi Basically i have a wierd framerate issue. when i start my game with debugging i get an fps of 150 however if i open the windows task manager up my framerate jumbs up to 300....... what is going on? Does anyone know? Thanks |
| Posted April 7, 2006 11:31:59 AM | |
| pixel shader won't compile with HLSL | Hi i wrote a pixel shader using HLSL but it won’t compile as it is float4 PS_Specular(float3 IN_normal:COLOR0, float3 IN_view:COLOR1) : COLOR { float3 normal = (IN_normal - 0.5) * 2; float3 halfangle = (IN_view - 0.5) * 2; float... |
| Posted May 7, 2003 12:05:31 PM | |
| pixel shader 1.3 limitation problem | hi when i output from a vertex shader a Light Direction and a vertex normal as TEXCOORD the pixel shader receives those vectors clamped in the 0-1 range how do get those vectors on a pixel shader without being clamped? i am trying to conv... |
| Posted April 28, 2003 3:03:02 PM | |
| screen coords to world coords | Hi does anyone know how to convert screen(mouse) coordinates to world coordinates when using orthographic projection i would really appreciate it if anyone could help me with this, i’ve looked everywhere for a solution but i couldn’... |
| Posted April 6, 2003 11:30:20 AM | |
| stack overflow with deep linked list | hi i create a very deep linked list and i get a stack overflow error this happens only when the linked list is very deep does anyone know why? thanks |
| Posted March 14, 2003 3:08:17 AM | |
| t3d uv coordinates | Hi i am trying to calculate the uv coordinates for every vertex from the unreal t3d format but i have some problems with it i am currently generating the uv coordinates for every vertex in a face like this p0 = ORIGIN; for(int i=0;i = D3DXVec... |
| Posted March 8, 2003 11:52:32 PM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| PSSM shadow problems | Thanks a lot bomb, i took another carefull look at the params of the shader and found something silly! :P |
| Posted October 22, 2008 5:02:22 PM | |
| PSSM shadow problems | just to describe the problem again, if the frustum is split in 3 (Red, green, blue) the red area renders fine, the green and blue area however is all white. this is where the PSSM calculations are happening public class PSSMHelpers { ... |
| Posted October 22, 2008 12:34:46 PM | |
| Masters of Belial [XNA] | ya those umlauts are in the process of removal. i changed the font but now need to update the website :P You can play daemon and angel heroes. The first angel is the angel of death which looks like the grim reaper with angelic wings. Baphomet w... |
| Posted February 22, 2008 1:03:39 PM | |
| Masters of Belial [XNA] | the whole level and lights are exported from 3dsmax into the .ase file format and then get converted to a game level. entities and triggers are "hardcoded" so to speak when the level loads. for collision i select all the floor triangles i wan... |
| Posted February 21, 2008 10:20:50 PM | |
| Masters of Belial [XNA] | Ya the umlauts need to be removed, they look cool for someone who doesnt speak the language hehe :) but obviously for people who do its a whole different story. this game is programmed/directed all by me, characters, interface and scene models wer... |
| Posted February 20, 2008 12:16:00 PM | |
| Masters of Belial [XNA] | Thanks for the great comments! I am gonna move the skinning to GPU sometime next week hopefully! It's all C#/XNA programmed in visual c# express. Its really amazing what you can do with XNA. Now once microsoft gives me some money, maybe i... |
| Posted February 20, 2008 8:11:53 AM | |
| HLSL Structures | Hi there i had similar problems awhile ago and the code i use tha works is as follows float[] omni_light_data = new float[omni_lights.Length * 8]; for (int i = 0; i < omni_lights.Length; ++i) { ... |
| Posted August 31, 2006 5:11:56 AM | |
| Shadow map Artifact from Self Shadowing | I have been playing with the zbias the last couple of days almost as much as i have with my willy... :P i guess i will have to move on to techniques such as VSM or PCF thx for the ideas gyes |
| Posted July 3, 2006 7:16:15 AM | |
| how to calculate setLookAt() for my models???? | this is what i do in my game to rotate the model to where the mouse cursor is on the screen. note that all models look on the +x axis at bind pose otherwise you will get an incorent look at, to fix it you propably will either need to t... |
| Posted June 30, 2006 4:35:23 AM | |
| [MDX] Forms and SDK versions | in the user control code i think there is a problem with this line this.Invalidate(); in that function protected override void OnPaint(PaintEventArgs e) { } if you comment out the invalidate it should be fine |
| Posted April 9, 2006 5:01:43 PM | |
| View All Replies Made By This User | |