Search:

Type: Posts; User: nickels

Page 1 of 12 1

1. Thread: Realtime Ocean rendering - I'm lost

by nickels
Replies
5
Views
1,419

Probably the best book on complex variables...

Probably the best book on complex variables...

by nickels
Replies
4
Views
1,837

I burned out my Nvidia card and destroyed my...

I burned out my Nvidia card and destroyed my laptop working on an OpenGl app. Of course it didn't help that I had the laptop hidden below my desk at work, setup with a KVM switch so I could work on...
3. Thread: [glm] Use quaterions to move the camera direction according to mouse movement

by nickels
Replies
4
Views
6,021

I would make sure that Camera1.SetCameraDirection...

I would make sure that Camera1.SetCameraDirection takes a const reference to a quaternion and that Camera1.GetCameraDirection() returns a quaternion by value (weird things could happen if it returns...
4. Thread: [glm] Use quaterions to move the camera direction according to mouse movement

by nickels
Replies
4
Views
6,021

Actually, I think this is wrong since...

Actually, I think this is wrong since ||ab||^2=(ab)(ab)*=abb*a*=-aba*b*=--aa*bb*=||a||^2||b||^2=1x1=1
5. Thread: [glm] Use quaterions to move the camera direction according to mouse movement

by nickels
Replies
4
Views
6,021

Try: glm::quat temp3 =...

Try:

glm::quat temp3 = glm::normalize(temp2 * temp1);

(ab)^-1=(ab)*/||ab||^2=b*a*/||ab||^2
which is not equal to
b^-1 a^-1 = b*a* /(||b||^2||a||^2) unless when ||ab||=||a||=||b||=1

by nickels
Replies
8
Views
2,028

It also looks like they are doing a full radiosity solve for the lighting or at least some pretty accomplished ambient occlusion lighting. So one the edges are sharper, that will be the next...

by nickels
Replies
3
Views
966

Re: Depth Texture Problem

The depth buffer has a very non linear stretch, so it will look like it has nothing in it even though there may be (everthing is just scrunched towards, i forget, 0 or 1). The trick to display it is...

by nickels
Replies
11
Views
3,096

I was just thinking maybe they precompute the lighting using lightmaps. But that wouldn't help with dynamic shadows, which these would conflict with. I have wondered, though, if it might be...

by nickels
Replies
11
Views
3,096

Cool looking game. Lots of cool particle effects; never quite got that far with things.
A lot of the lights in that game might be precomputed as well (although I guess that doesn't really help with...

by nickels
Replies
11
Views
3,096

Using a simple forward shader you run out of varyings very quickly with multiple lights and shadow maps.
I switched to deferred and can pretty easily accomodate at least 5 or 6 shadow map lights...
11. Thread: Get Location of Vector After Rotation?

by nickels
Replies
10
Views
4,084

Re: Get Location of Vector After Rotation?

That was an impressive piece of mind reading, Lefteris!
12. Thread: Getting GLContext on a Tesla

by nickels
Replies
1
Views
1,446

Re: Getting GLContext on a Tesla

I haven't worked through it, but I'm curious if the technique in the post would work?

Getting context on windows
13. Thread: More than 8 lights?

by nickels
Replies
7
Views
4,289

Re: More than 8 lights?

Lightmaps. Alluded to above, but some references:
lightmaps

Unfortunately lightmaps lead directly into the task of building and understanding a world editor, no mean feat. A good source is...
14. Thread: Selection and deletion of faces in mesh.

by nickels
Replies
2
Views
1,399

Re: Selection and deletion of faces in mesh.

Highly suggest you get this book:
http://realtimecollisiondetection.net/

You should search for 'separating axis theorem'. Probably a reasonable approach box/triangle intersection.

A cruder...

by nickels
Replies
8
Views
3,696

Re: Linux laptop recommendation?

Don't get a gateway.
My gateway FX burned up twice. Once in the warranty, the second time a month after the warranty expired.
Most likely the nvidia video card burned and the ball/solder...
16. Thread: software gl on windows?

by nickels
Replies
4
Views
2,738

Re: software gl on windows?

I was surprised (looking at the mesa website) that mesa supported shaders. Looks like it does, though; cool.

I have an opengl.dll that also contains my botnet, but I can't seem to find it just...
17. Thread: Converting code from Linux to Windows

by nickels
Replies
5
Views
3,393

Re: Converting code from Linux to Windows

wxGLCanvas

Just another approach that may or may not work for you.
wxWidgets has already done all the cross platform work for you, mapping key hits, mouse hits, window creation, etc....
worth...
18. Thread: How to distort the desktop screen

by nickels
Replies
6
Views
2,859

Re: How to distort the desktop screen

Seems like the path would be:
1) write a screen capture routine to store the desktop as a bitmap (or rgb). Not sure how to do it on windows, but bush's internets could probably help.
2) finely...
19. Thread: Tangent or object space

by nickels
Replies
25
Views
10,163

Re: Tangent or object space

I don't follow your question 100%, but consider this: at some point your model object coordinates must be unwrapped via an atlas of sorts to form uv space. Tangent vectors forward this unwrapping to...

by nickels
Replies
2
Views
2,428

Consider precomputed lighting as well. Most engines seem to use lightmaps, which reduces the shader complexity (and increases the level building complexity) mixed with some dynamic lights...
21. Thread: Sorting 3D objects by material makes my game slow

by nickels
Replies
5
Views
2,887

Re: Sorting 3D objects by material makes my game slow

I would put a timer around the std::sort call to see if that's where your extra time is going.

std::sort is going to do many many copies of objects. Depending on its size this could nuke you.
...
22. Thread: make bullet marks transparent? or?

by nickels
Replies
4
Views
2,585

Re: make bullet marks transparent? or?

Is the bullet texture meant to be additive?

I spent several days trying to figure out how fire in quake3 was transparent (no alpha channel, no alpha shader) and finally figured out you just add...
23. Thread: User scripting on GPU at runtime: CUDA versus GLSL

by nickels
Replies
8
Views
4,539

Re: User scripting on GPU at runtime: CUDA versus GLSL

GLSL does not allow you to utilize shared/local memory (unless the drivers themselves are doing some of this under the covers).
This could cause a large slowdown.

Also, computations in GLSL are...

by nickels
Replies
2
Views
2,500

Re: Bloom effect

Pretty good review here:
HDR

Basically you render normally to a framebuffer texture.
1) Threshold and reduce.
2) reduce.
3) reduce
4) reduce
5) blur...

by nickels
Replies
9
Views
5,456