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<0> more the reason you need to save every penny :D <0> W00t, FREE TREE.. who says free <1> after playing Oblivion .. I realize that ill never be able to make anything that good looking <1> so im quitting game dev <2> Their stuff is pretty high quality, but the underlying stuff is trivial to implement <0> haha <0> and be a bum <2> Ultyma - um, you could <2> you just don't have artists <2> come on. You could do better <1> my water looks better than oblivions <1> :D <0> haha <0> no way
<2> :) <1> actually, it looks pretty much the same <0> your water is like patch of black oil <0> !! <1> no <2> 1 up it :P <0> I did found oblivion water lacks something <0> "wake" effect <2> Use the parallax map to do z-correct water on the rocks near the shore <0> like bubbles and wakes near the edge of lake <1> http://img214.imageshack.us/my.php?image=tcppromo51bb.jpg <1> see.. <2> it ****s when there's just this flat plane that hits the shore <1> its normal again <0> most RTS nowadays have that effect..wake effect <0> but strangely <0> 1st person game doesn't <0> it shouldn't take much CPU cycle to render that <0> Yeh nick <0> I agree <0> Ultyma, your water is too..gl***y <0> almost like a mirror <1> its clear <0> you need to tune it down <1> :D <0> use depth map <0> so, as it gets deeper <2> turn down the gloss ++ the hdr <0> there is a gradient ramp <0> darker underneath <0> and hence more reflective <0> while towards the shore, shallow water, it's more transparent <0> Did u read how Valve did Half Life 2 engine?.. <1> ya thatll come in time <0> in Lost Coast <0> they were using about 4 p***es for the water alone <0> gradient ramp <0> reflectiion <0> something <0> something <1> i do reflection and refraction <0> haha <0> you don't need refraction <2> Man, I hoooope I'll be running dx10 before I get too heavily into my renderer <0> I don't think <0> most ppl wont' notice refraction <2> i dont want to design for dx9 <0> when put surface distortion / wave <2> thx <0> np ;) <0> brb <2> Anyone know the current vista build? I want to pick it up from work monday <2> we have an msdn subscription so I get to install it <3> hello <4> what's up, fran <3> nothin <3> who else is accually talking <1> lol <3> hello tmpvar <3> hey u need to talk guys <5> no.. we dont
<2> la la. <2> Hm. <2> Anyone here use ID3DXSprite? is it worth using or should i just wrap my own with quads? <0> dunnno :S <0> Sorry Dr_Nick <2> thats ok <2> I'll just use it and see how it performs <2> thanks <0> I would ***ume quad performs better <0> btw <0> you can use tris <0> probably be even more efficient <0> why use quad when u can use tri? <0> you increase the particle output by 2x <2> yeah. Tris could work :) Im hoping sprites work because if they do I get to increase the particle output by 4 <2> but they seem inefficient... specifiying the texture in the draw api.. <2> we'll see. <0> how does ID3Xsprite work? <0> why 4x ? <0> I don't get it <2> you only have to submit a single point for each sprite <2> it generates the other 4 points for you <2> or rather it generates 4 points for you.. <2> your point represents a corner or the center or something <2> i can't remember which in d3d <0> ahh <0> I see <0> nicee <0> sort of line instancing huh <0> line=like <2> sorta <0> how does that differ if you use Geometry shader to generate sprite? <0> instacing <2> with a GS you only have the points in the shader <0> so you have 1 tris.. and use shader to generate thousands <2> well you could do it with no inputs to the GS <6> Who wants to help me test something? <2> have it generate all of the geometry and p*** it to the vs <6> PM me... <2> the problem there is that you can't collide it with stuff <2> unless you do it in the VS. <7> if its a test of your bank account withdrawl feature, I'm in <2> but then you need your collision info in the VS.. <6> It's a network test. <2> they removed the id3dxsprite example from the sample browser. <2> huh. <0> :S <0> I see <6> So nobody wants to help me test it? <0> I am afriad to run any exe ppl sent me over IRC <2> ok so id3dxsprite is totally not what i want. <2> which is good to know <8> hey Dr^Nick <2> hey aav <2> :D <2> be right back, sorry dude <6> How am I supposed to know if it works if nobody wants to test it? :@ <0> do u goto school Kimmo <6> Huh?! <0> install it on schools computer seems to be an option <6> I'm not in school. <2> make it connect to yourself <6> Duh. <6> It works 100% locally. <6> But I have reason to believe that it ****s up remotely. <9> can some one help me with some directx, what im trying to do is render a progress bar over a screen. I got it to overlay a progressBar over whats currently rendered, and update that bar, but when it ends it remains there. What i want to do is restore it to how it was before i rendered the bar, What ive done is i have called g_pD3DDevice->GetBackBuffer and stored it in a pointer. <9> i need some way to render or restore that backbuffer <10> can anyone help me figure out some directx texture opacity stuff I am trying to get working? <0> LOL <0> when ppl ask question they come in floods <10> lol <10> sorry <0> no, I mean, are u related to Kaibutsu <0> LOL
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