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Comments:

<0> ouch
<1> Man $60 us is cheap for a new game here :/
<2> it's cheap(er) than some here too :/
<3> gaminggeek, remember the water damaged deal :)
<1> Yea :)
<1> There are still some HSDB ones :)
<1> but they must be REALY funky buy now lol
<1> The onlything about buying from tuxgames is this shipping :(
<3> get lgp-micheal to set up some dload only deals
<1> \o/
<3> or is that already happening?
<1> who knows
<1> or perium shipping
<1> I would pay more for the thing to get here faster than 2 weeks :/
<3> patience
<3> well, I'm different I suppose



<3> I still sometimes play games from the early 80's
<4> gaminggeek: opengl is starting to turn ugly !
<4> gaminggeek: wait no game programming in general
<2> download-only isn't about to happen soon I think. Though there are download-onlys of LGP games on CNR, which now appears to spread
<3> Zero_Dogg, perhaps add ons could be handled that way
<3> e.g. extra missions and the like
<3> if not the main game
<2> what kind of add-ons? Free ones, yes. And those are handled by lgp_update
<2> though [B/me heads to bed
<5> hello
<6> cubezzz, http://www.youtube.com/watch?v=j02b8Fuz73A&mode=related&search=
<6> enjoy
<6> off to fix some code giving me trouble up good. And than sleep.
<6> night
<5> hello
<4> deltib: hi
<4> deltib: learning opengl now
<4> deltib: no sorry, learning how you do certain effect in opengl
<5> oh
<4> deltib: btw someone mentioned that rotating in cpu is not smart ...
<5> huh?
<5> of course not, you do all transformations on the GPU, that's what they're there for
<4> deltib: hehe :)
<4> deltib: and i also heared that you only rotate in cpu if you need it do collition detection
<5> yes
<5> although, for the most part, it's best to try and do collision detection so you don't have to do a lot of that
<4> deltib: you mean only when you think they mightcollide ?
<4> deltib: on the other hand .... the same object might be colliding several time .... would be nice to keep that in mem no ?
<5> what I mean is
<5> imagen you're doing collision between a bounding volume (representing a characture or something) and a mesh soup (being your environment)
<5> instead of rotating the environment, you just rotate the bounding region
<4> a like that :)
<5> it may seem obvious at first
<4> deltib: but ?
<4> deltib: btw howlong do you estimate this will cost me ?
<5> but when you consider that a lot of different things in the environment might have different transformations sepperate from other objects
<4> deltib: uhu
<5> you have to combine different transformations (sometimes reversing them)
<5> I have no idea
<4> hehe :)
<4> deltib: you said you didn't like prefab engines .... but have no clue howlong it takes to make one ? :)
<5> you mean how much time it'll take you to make
<5> or how much CPU time it'll cost
<4> deltib: me not cpu
<5> heh, I still haven't finished making mine
<5> if I didn't procrastinate so much I'd probably have a pretty good engine already
<4> deltib: and howlong have you been working on it ? :)
<5> I have no idea
<5> years?
<5> if you mean actualy time spent on it, then I'd have to say about a month
<5> actual*
<4> deltib: a month jobtime or hobby time ?
<5> I mean time working on the project
<4> like 24/24 7/7 ?
<5> hmm, perhaps not that much
<5> unfortunately, I don't even work on to it anywhere near that
<5> I really should
<4> :-
<5> but right now, I should be working on X3
<4> hehe
<5> but I've made a bit of progressing figuring out HOW I'm going to port it lately, so it shouldn't be long now



<4> deltib: hehe
<5> but now I'm wanting to create some GUI system
<5> something really pretty, and real 3D
<4> ?
<5> something that can make me feel like I'm Lain
<4> deltib: hmmm considering you learened from the intranet ... i presume you can't give me any meaningfull opengl links ?
<5> I get most of my GL information from opengl.org
<4> yes but i still need the basics ...
<5> oh
<4> what i need is a "how opengl works" schets ... so i know hopw it works, how to do postproccesing, how floatingpoint color buffers work etz ...
<5> which basics?
<4> i prefer a global picutre before i start using the picture
<4> deltib: mulittexutre, pixelshaders, postproccesing, reflection, stencil, bloom, glowtexture, lighting, ....
<5> er, I'm not sure it works like that
<5> the basics of OpenGL are things like, opengl and it's state
<4> uhu
<4> hence for me to need to know the basics :)
<5> you could always read the technical spec
<5> that'll give you every pice of information you need to use it
<5> however, it'll also give you every piece of information you need to create your own OpenGL implimentation
<4> deltib: hehe :)
<4> deltib: well ok i'll try to read the tech spec
<4> deltib: but they hell are boring :)
<5> it might pay to try a basic tutorial before you start on the tech spec
<4> deltib: like drawing polygons ?
<4> deltib: btw do you consider floating pointer renders usefull ?
<4> maybe a better question: are they slower ?
<5> what on earth is a floating pointer?
<5> ar what slower?
<4> deltib: wait let me find a link
<4> deltib: hdr render does that ring a bell ?
<5> oh HDR
<5> I'm not actualy sure about that
<5> I mean, all modern GPUs do most of there work in floats anyway
<5> I'm not sure where the slowdown comes
<5> perhaps it's memory bandwidth
<4> well yes ... but not on the final color buffer
<4> if you do so on the final color buffer bloom becomes easier
<4> deltib: i"m not saying there is any slowdown
<5> bloom can be done easy enough without HDR
<4> yes true
<5> it's just about where you get your information
<4> but with hdr .... it's more correct :)
<5> yeah
<4> normaal bloom suffers from the issue: "how bright is this pixel lad ? i know it's white .... but how white ... hey maybe it even red ?"
<5> asuming you do it right
<4> another solution is render the scene twice
<4> and the fix is floating point rendering :)
<5> I came up with an idea to do two renders
<5> one to find the brighter parts of the image, and one to render the final colours
<4> so fps /2 :)
<4> with floating point it could be fps / 1.2 :)
<5> I already have a test effect that adds sparkles to water, that renders the specular reflection first, and then uses that in a postproccess effect
<5> it's not /2
<4> it's not ?
<4> how can it not be ?
<4> lower res ?
<5> not exactly
<5> no, I was thinking more along the lines of not proccessing stuff you don't need for the highlight p***
<4> aaa like that
<4> still straight floating point (if not slowed down) sounds better imo :)
<5> although, now that I think about it, there's not much you could get rid of
<4> i both love and hate how gpu's work :)
<5> yeah
<5> would be faster
<5> but not always available
<4> true
<4> i've been thinking about only supporting certain features if you can do X
<5> even some older GPUs that do use high precision in the rendering pipeline still don't give you the option to not clamp values at certain points
<5> you can also just use a rule that only completely white regions on the frame buffer should be bloomed, which looks better (although still not accurate)
<5> what I hate is bloom that just blooms ALL colours
<5> it looks terrible
<4> deltib: say ... can we render to a noncalmping buffer ?
<4> deltib: well you can just convert the image to b/w :)


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