|
||||||||||||||||||
| |||||||||||||||||||||||||||||||||||||||||
| Some recent topics started on our forums | |
| Panther3D Engine - GUI System | On this picture there is my GUI system with all common controls. I draw only lines and rectangles. GUI have small GUI Editor mode and colors are modificable by scheme. On the background there is a screen form the Gears of War ;) |
| Posted February 23, 2007 11:09:21 AM | |
| worldSpace-tangentSpace transform problem :( | Hey guys, I have serious problem with worldSpace -> tangentSpace vector transformation. In vertex shader I do this: // tangent basis float3x3 tbn = float3x3( In.Tangent.xyz, In.Binormal.xyz, In.Normal.xyz ); ... |
| Posted September 1, 2009 11:03:04 AM | |
| Blending two textures with mask | Hi! I have two textures of Earth (Night and Day) and a grayscale mask texture. I want to render these two textures in a way day texture will be in brighter pixels of a mask and night texture will be in darker pixels of a mask. So finally I sho... |
| Posted July 11, 2009 6:04:18 AM | |
| Calling constructor of globaly defined variable in static .lib | Hi and sorry for my bad English! I have this problem. When I have static .lib project and I write this code to some .cpp: class Test { public: Test() { MessageBox(0, "Constructor of Test called!", "OK", 0); } } g_fck; ... |
| Posted September 23, 2008 4:53:58 AM | |
| C++ pointers in two dlls | Hi! I have simple question to C++ win32 gurus. I have exe and few dlls, which are loaded dynamicaly using LoadLibrary(). When I allocate memory in one module or open a file using stdio FILE* fp=fopen() and then pass this pointer to second... |
| Posted August 17, 2008 3:59:31 PM | |
| English Corrector for Documentation | Hello, I am from the Czech Republic so my English isn't good enought and I need someone who have some free time (not too much time required) and good knowledge of English. I will need to correct English grammar on wiki and documentation. ;)... |
| Posted March 17, 2008 6:40:08 PM | |
| Screen-space vertex shader | Hi, Iam working on deferred renderer, but I have a problem. I need a vertex shader for fullscreen quad to get some per-vertex (screen edge) data. I created a vertex buffer with these values: LeftTop vertex::: X:-1 Y:1 Z:0.5 W:1 RightTo... |
| Posted October 15, 2007 3:06:13 AM | |
| Cyclotron - Main machine | It is from our old concept. It is most important part of this map. This concept was thrown out. |
| Posted February 23, 2007 11:09:43 AM | |
| View All Topics Started By This User | |
| Some recent replies made on our forums | |
| Panther3D Engine - GUI System | The source code of both of our engines has been released to public. I have updated previous post accordingly. Maybe it will help somebody. :) And thanks for hosting old frustum.org. Alex is making very impressive and good work at Unigine! |
| Posted October 13, 2010 11:03:26 AM | |
| worldSpace-tangentSpace transform problem :( | If I understand correctly, u think that In.Pos, In.Tangent, In.Binormal and In.Normal I have in vertex shader are in object space. But no, they are in world space as u can see in debug screen (look also at world-space translate widget colors). It is... |
| Posted September 1, 2009 2:18:09 PM | |
| Blending two textures with mask | Oh, good, but I can't use shaders because I use OpenGL ES for iPhone. Can anybody help me do this using standard fixed pipeline blending (glBlendFunc)? [Edited by - KEXIK on July 11, 2009 9:56:42 AM] |
| Posted July 11, 2009 6:56:14 AM | |
| Plane9 Screensaver v0.9 | wow, looks good. ^^ Which function did you use for connection splines? |
| Posted February 3, 2009 7:46:08 AM | |
| Panther3D Engine - GUI System | Hey guys :) hehe it is funny, a reply to 2 yrs old thread, but I have some resources for you. First of all, now I can provide full source codes for Panther3D 1 and 2 engines. They can be downloaded at http://www.reversity.org/technology/panther3d... |
| Posted January 28, 2009 11:41:38 AM | |
| Calling constructor of globaly defined variable in static .lib | Thanks. As I can see, automatic registration in .lib cannot be simply done. So I dropped the idea with auto registration in .lib and I will use dynamic libraries only. |
| Posted September 23, 2008 1:24:43 PM | |
| Calling constructor of globaly defined variable in static .lib | Thanks for your reply. Good idea, it can be the problem, because I use this construction for "registering" classes at app initialize time so I am interested only in calling this constructor, not instance of a class. Do you know some method ho... |
| Posted September 23, 2008 12:35:56 PM | |
| pvs computation using voxel decomposition | Looks good, but will you release demo? I want to see it in action in detail. And what are you planning with it? Will it be closed-source only for your purposes? |
| Posted April 20, 2008 3:47:14 AM | |
| space transformations | Which triangle do you mean? If you are talking about simple 2D triangle, you don't need to do any transformations because you enter screen-space coordinates (it is what you get after all transformations from world-space). |
| Posted March 20, 2008 6:05:03 PM | |
| Creating a Shader Class | Or you can extend it and try to do something I want right now... inspired by UnrealEngine 3. Split your shader to "template" and processing while processing will be lighting, shadowing, fog, ... based on material input (properties). Shader... |
| Posted March 19, 2008 6:59:00 PM | |
| View All Replies Made By This User | |