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Matt Vitelli's Forum Posts

Thread Post Date Posted
Cel Shading Lambert just implies Lambert's laws of diffuse light. The best outlining technique would probably be... read more 04/14/2009 (10:22 pm)
GFX: Exceeded world matrix stack size After the object is drawn, you need to call GFX->popWorldMatrix()... read more 12/26/2008 (3:23 am)
TGEA 1.7.1 -- Multiple Render Targets? Yes, essentially neither of the render targets appear to be receiving any data. I've worked with Mul... read more 12/19/2008 (2:35 pm)
TGEA 1.7.1 -- Multiple Render Targets? Specifically, things do not render. The screen is black while facing meshes(which are invoking the m... read more 12/18/2008 (2:20 pm)
TGEA 1.7.1 -- Multiple Render Targets? Indeed, that would make sense, but upon implementation this yields bizarre results. If anyone has an... read more 12/17/2008 (3:39 am)
Shader question Hi David, In the current state of the lighting system, only two lights are set up per mesh. In al... read more 12/15/2008 (1:06 am)
Day/Night cycle for TGEA v2 Which day/night cycle resource are you using? There are several floating around.... read more 12/07/2008 (5:04 pm)
Bump maps on dts in tgea I believe it has to do with how the mesh's normals are handled.... read more 11/17/2008 (2:39 am)
Why must a server be running for the GlowBuffer to function? I believe this comes from the RenderGlowMgr referencing the SceneGraph's glow buffer, which does not... read more 10/03/2008 (11:24 pm)
Multiple Mega Terrain Instances Which is why texture clipmapping = bad idea if you're only using 1-8 textures. If this is the case, ... read more 09/11/2008 (2:46 am)
Multiple Mega Terrain Instances Mega terrains use a slightly different file format than regular terrains. Though it uses the .ter ex... read more 09/04/2008 (12:15 am)
TGEA unlimited terrain equal to unlimited mission size? [quote]It is a next-gen engine, after all, and those are usually pretty good at processing instances... read more 09/03/2008 (4:42 am)
Blury Road and textures Looks to me like poor texture filtering. I'm not very knowledgeable on the subject, but I'd assume y... read more 08/21/2008 (4:09 am)
Gathering a Depth Map? I haven't experimented much with anti-aliasing, but I believe by attaching another texture, mDepthTe... read more 08/10/2008 (11:25 pm)
Full screen FX I've written my own FX system for TGEA 1.7. Basically you just need to allocate a renderable texture... read more 08/10/2008 (9:45 pm)
Normal Mapped Terrains Tom, in terms of side projection, are you referring to a side-projection heightmap for geometry mani... read more 08/07/2008 (3:33 pm)
Normal Mapped Terrains Sickhead's doing some really cool stuff. I had something similar working in 1.3, but this looks very... read more 08/07/2008 (7:47 am)
Gathering a Depth Map? My old method was a bit unoptimized, but basically I copied the for loop used to render all the mDif... read more 08/05/2008 (4:38 am)
Gathering a Depth Map? Yikes..kind of a mess of code from all those months back. It is definitely possible to gather depth ... read more 08/04/2008 (7:28 am)
Alone in the dark 4 template I think by "system of portals" he means a way of switching between local maps/frames. Most survival ... read more 07/23/2008 (6:53 pm)
Question about terrain for TGEA 1.7.1 1) The roots of the function are in terrData.cpp. I believe there's a function something like "gener... read more 07/06/2008 (3:38 pm)
Thinking about barricade Actually, it's one of the cheapest SSAO algorithms out there. Precomputed ambient maps will always b... read more 06/24/2008 (7:42 pm)
Thinking about barricade EDIT: Ah, sorry. Just skimmed and saw the ambient occlusion part. Ambient occlusion would greatly en... read more 06/23/2008 (12:54 am)
Render Targets - Mass Confusion. Need an Expert Pat, that worked. I tried simply printing out my texture on-screen, as I was still getting the sky-r... read more 06/10/2008 (5:22 am)
Normal Mapped Terrains The terrain system has radically changed. You have to make some small changes to the detail shaders ... read more 06/05/2008 (3:06 pm)
TGEA future Pat, this looks amazing. I'll admit, my experiences with deferred rendering have been quite limited ... read more 06/03/2008 (9:13 pm)
TGEA future I'd really like to see a system for Deferred Shading. It seems that with the amount of redundant cal... read more 06/03/2008 (6:11 pm)
Normal Mapped Terrains Well, doing things like per-terrain material effects were really easy back in TGEA 1.0-1.3. You had ... read more 05/23/2008 (2:44 am)
HLSL Grass shader [url=http://www.box.net/shared/ywr6w6mg4g]Here's my test version.[/url] Maybe that will work?... read more 05/08/2008 (11:33 pm)
HLSL Grass shader Well, they're basically the same. RenderMonkey has a ton of predefined vectors, but most shaders end... read more 05/06/2008 (11:01 pm)
HLSL Grass shader Hi, I managed to port their HLSL shader to RenderMonkey and from RenderMonkey to TGEA. Below is the ... read more 05/06/2008 (1:55 pm)
Normal Mapped Terrains No, but I'm working on a new implementation for 1.7.... read more 05/03/2008 (8:43 pm)
Normal on mega terrains Hmm. Interesting. Due to the challenges involved with clipmapped normal mapping and the fact that it... read more 05/01/2008 (11:06 pm)
Normal on mega terrains In all seriousness, such technology is available without many changes. I'm working on an implementat... read more 04/28/2008 (10:54 pm)
Normal on mega terrains Awesome. Does your implementation take multiple normal maps into account? Like, can each base layer ... read more 04/27/2008 (12:15 am)
Gears of Torque" TGEA demo Looks really nice. In terms of visual techniques, it looks like some pretty straight-forward bump ma... read more 04/02/2008 (1:31 pm)
Gathering a Depth Map? So is a depth-shader even needed for this? I'm still having a bit of trouble getting this working, b... read more 03/13/2008 (2:35 am)
Gathering a Depth Map? Ok, steps 1-3 are really easy to add. However, I'm a bit confused on how my Zpass and Z render funct... read more 03/12/2008 (12:29 am)
Gathering a Depth Map? Awesome. That's a nice step-by-step instruction list. When GFX->pushActiveRenderSurfaces(); is calle... read more 03/11/2008 (11:16 pm)
Help: quick material setup script... [quote] It uses the dot product of the normal map and the view vector. (Technically it's the light ... read more 02/05/2008 (12:28 am)
Making bots call for help Actually, here's a thought. Maybe the bot that ends up being called is the bot you're attacking. Not... read more 02/03/2008 (5:20 pm)
Making bots call for help InitContainerRadiusSearch() doesn't return anything. Make it independent from %targetObject like so:... read more 02/03/2008 (5:14 pm)
Help: quick material setup script... It uses the dot product of the normal map and the view vector. (Technically it's the light vector mi... read more 02/01/2008 (3:01 pm)
Help: quick material setup script... Aha. Looks like it wasn't including the "s after the texture[x] = code. Either way, I like to think ... read more 01/31/2008 (11:57 pm)
Help: quick material setup script... Well, this is a bit off from your current code, but why bother sorting through string/parse issues? ... read more 01/31/2008 (2:44 pm)
TSE Relief Mapping? Does it compile successfully? From first glance, it looks like you might have some parsing errors th... read more 01/30/2008 (11:47 pm)
TSE Relief Mapping? ParallaxDL is the default parallax shaders, while ParallaxDynamic is the dynamic lighting parallax s... read more 01/30/2008 (2:44 am)
Bumpmap Artifacts with a Solid Color Bumpmap? I'd recommend looking into Phong lighting. You get really nice results.... read more 01/25/2008 (1:44 am)
Added motion blur....sort of Pat, so you get the Z information from each object by doing another pass through the procedural shad... read more 01/24/2008 (3:15 am)
Single Player Campaign Mode Yeah, I use MSN more. (eternaldark112@gmail.com)... read more 01/20/2008 (10:18 pm)
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