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| Some recent topics started on our forums | |
| CDXApp | In my small projects, I have until recently been using a CDXApp class. This class has only one instance created at any time, declared in WinMain. WinMain calls in turn DXApp.Render() each frame (while retrieving windows messages and eventua... |
| Posted December 11, 2006 3:06:25 PM | |
| Yet another parallax mapping demo | I like to make small 3D demos in my spare time, each time focusing on a different technique of 3D programming. These are screenshots from my 22nd project, where I take another look at parallax mapping (now that I understand the underlying theory... |
| Posted December 3, 2006 12:58:44 PM | |
| Space and starfield rendering | Hi everyone. I'm currently trying to render a starfield (i.e. stars as seen from space), but falling short of ideas and documentation on how to proceed. I already know how to generate an arbitrary sized (rectangular) image of stars with photosho... |
| Posted December 24, 2005 8:23:42 PM | |
| Geomipmapping, cracks and triangle fans (now with pics) | I am in the process of implementing the geomipmapping algorithm, and I am now trying to solve the problems of the "cracks" (T-junctions or geometry gaps) who appears when two nearby patches have different LODs, it is advised in the paper to use "two... |
| Posted October 27, 2005 12:52:09 PM | |
| Problem with texture filtering and ATI radeon mobility | Hi everyone, I currently own a laptop with a radeon mobility 9600/9700. My problem is, when I use texture filtering in any program made with dx (dx 9.0c), the only texture filter that works is LINEAR filtering. I can change filtering (for ma... |
| Posted May 5, 2005 8:39:24 PM | |
| Understanding cubic env mapping | Hi everyone, i'm currently doing environment mapping using cube maps, pixel&vertex shaders. I'm indexing my cube map using the world space reflection vector (i.e. reflect(eye2vertex_world, normal_world) normal_world being interpolated per-vertex), a... |
| Posted March 4, 2005 6:35:55 PM | |
| My Properties Window (VS.Net 2003) | Hi all, I've lost my properties window ! When i want to see an object's property (i.e. right-click -> properties or View -> Properties), the properties windows doesn't show up. Anyone had this problem before ? can I solve it w/o reinstalling V... |
| Posted February 17, 2005 11:32:36 AM | |
| Radial Blur | I know how to render a radial-blurred scene, by post-processing it with additive blending and texture coordinate modification of screen-textured quads. But i don't know what is the [B]theory[/B] behind radial blur and what it actually represents ? I... |
| Posted December 15, 2004 8:28:11 PM | |
| Spotlight | Hi everyone, i'm currently implementing a spotlight by projective texturing and pixel&vertex shaders (HLSL) but i've got some artifacts, like that : I'm implementing a clip plane at the spotlight position, to prevent the light from showing at... |
| Posted November 20, 2004 6:20:39 PM | |
| Water effect | Hi, i'm currently using projective texture mapping (and hlsl shaders) to render my environment to a plane. Now that my plane acts like a mirror, i would like to animate it so that it has a "water look". What formulas should i use to animate vertices... |
| Posted November 15, 2004 3:57:01 PM | |
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| Some recent replies made on our forums | |
| Vergence 3D-Engine | Amazing pictures, I thought of HL2 the moment I saw these. Very nice work. |
| Posted February 24, 2007 7:22:45 AM | |
| CDXApp | Well, I think I'll stick with it then. Thanks for your reply. |
| Posted December 12, 2006 11:36:21 AM | |
| Yet another parallax mapping demo | I see what you mean Eelco, I'm going to investigate this issue - I now see clearly what the problem is. Thanks everyone for your comments. |
| Posted December 6, 2006 6:14:38 PM | |
| Yet another parallax mapping demo | I checked, and the same effect appears with just plain normal mapping. Besides, my texture addressing mode is set to wrap, so I don't think the texturing is the problem here :) |
| Posted December 4, 2006 1:25:41 PM | |
| Yet another parallax mapping demo | Noted, but I already know the cause of this, it's my specular intensity which is too high, making for a very steep change from total darkness to white. This is because I was (and still am) playing with the settings. These do not appear when I lower t... |
| Posted December 4, 2006 11:41:42 AM | |
| Yet another parallax mapping demo | Code. I don't want to turn this thread into a GP&T one, but I'm going to explain how I go from the height map to the normal map, and then to the final screen image, so you can point me into the right direction. First, I take a random heigh... |
| Posted December 4, 2006 11:28:00 AM | |
| Yet another parallax mapping demo | Pictures. The same wall as in the preview image; you can actually see the light's position here. The shadows seem properly oriented; turned away from the light, as if there were real bumps. with the light moved a bit : If you don't like... |
| Posted December 4, 2006 11:07:21 AM | |
| Yet another parallax mapping demo | Thank all for your comments. I know my programming skills are not perfect, and I really trying to improve myself. Now, to answer some of your questions: Quote:Original post by Daivuk Some of your Paralax is wrong. Look inverted. and Quote:Origi... |
| Posted December 4, 2006 10:47:06 AM | |
| Yet another parallax mapping demo | Yes I'm working in tangent space. Is it wrong to do so ? I might try object space if you say it's better - but I don't know how to make it visually more attractive at such angles. Thanks for your reply. |
| Posted December 3, 2006 2:50:55 PM | |
| Space and starfield rendering | Thanks sordid, your method is the logical way to project a cubemap onto a cube or a sphere (what I know how to do), but aren't the seams between some faces too obvious ? if that method works well and the seams aren't too noticeable, I'll go with... |
| Posted December 24, 2005 10:29:13 PM | |
| View All Replies Made By This User | |