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Brian Richardson's Forum Posts

Thread Post Date Posted
Spline Road Material Problems You've definitely got some memory corruption if setting the cull mode avoids a crash. Having the cu... read more 02/11/2009 (12:04 pm)
Spline Road Material Problems D'oh. After taking another look at your second code snippet: [code] while(mEdgeMaterial->set... read more 02/10/2009 (11:28 pm)
Advice appreciated: RenderTargets and Device Reset. It's hard to tell from the snippet. Try running this with the DirectX debug runtime enabled. I bet... read more 02/10/2009 (11:14 pm)
PIX and 1.8 Normally when this happens, PIX will ask you if you want to re-run the experiment and pause executio... read more 02/10/2009 (3:19 pm)
Spline Road Material Problems Cool, I'm glad you found it! As a general rule of thumb, if I ever say "it can't be that"... read more 02/10/2009 (10:17 am)
Spline Road Material Problems I'm with Jamie, I'd look really close at your geometry generation. Whenever I've had glitches like ... read more 02/09/2009 (2:50 pm)
How can you update the specular color dynamically? Hopefully, this is just a mistype! There's no specularColor property, it's just specular[0] = "your... read more 10/03/2008 (4:24 pm)
Dynamically creating materials creates thousands of files I don't think you'll run into any problems resetting it. In 1.8, we generate the filename based on ... read more 10/03/2008 (4:21 pm)
Getting an inconsistancy with mRadToDeg @Wesley: I'm just trying to figure out which numbers in your example are coming out wrong. Based... read more 10/02/2008 (10:43 am)
Getting an inconsistancy with mRadToDeg Maybe you're getting some number mixed up? I wrote this real quick: [code] function testStuff()... read more 10/01/2008 (3:49 pm)
Gathering a Depth Map? Change this: [code] GFXTexHandle depthTexHandle = GFXTexHandle(resolution.x, resolution.y, GFXFo... read more 08/10/2008 (6:18 pm)
TGEA 1.7.1 Bugs: Atlas MatInstance unload error I think Rene is right about the dtor ordering issue. A couple of notes: AtlasLightingPlugin shou... read more 08/10/2008 (2:10 pm)
Material file with normal map corrupts lightmapping It looks like it's screwing up on geometry boundaries. (Impossible to know without a wireframe view... read more 08/05/2008 (8:22 pm)
Gathering a Depth Map? Like Matt said, you can get the depth info. You need to add support for RIT_Objects to your depth m... read more 08/04/2008 (3:26 pm)
Compiling TGEA with DirectX 9? @Tom: Word! ;) In 1.7 there are some hard references to the device types which would make that a... read more 07/31/2008 (9:37 am)
Compiling TGEA with DirectX 9? I haven't played with 1.7 ish engines in a little while. But the vague story is this: One of the D... read more 07/30/2008 (4:42 pm)
DynamicLightSecondary? Without really seeing it, I would guess that: 1. The objToTangentSpace matrix may not be right, ... read more 07/14/2008 (3:03 pm)
DynamicLightSecondary? Ahh yeah, I ran into that a while ago working on some other terrain shaders. Since the default terr... read more 07/07/2008 (11:30 am)
DynamicLightSecondary? What does your material definition look like? Have you checked this TDN article out? http://tdn.ga... read more 07/06/2008 (7:50 pm)
TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() D'oh! I mis-read your initial post. I think a similar (possibly the same?) change was made to buil... read more 06/16/2008 (12:06 pm)
TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() The patch should be a permanent fix. Basically, this makes the projectile code use the same LOD sel... read more 06/16/2008 (10:15 am)
TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() Here's a patch for the projectiles: [code] Index: projectile.cpp ==============================... read more 06/11/2008 (10:51 am)
TGEA 1.7.0 Beta 2 Bug - backwards sorting of tranparent elements @Jeff: Yeah, I think you're right. We should probably the distance we're calculating from the sc... read more 06/11/2008 (10:43 am)
TGEA 1.7] Issue with lighting of static shape (bug?) The screenshots in your last plan look great! There are a few things that could be wrong: 1. ... read more 05/30/2008 (4:19 pm)
Bad fog on scaled objects IN.position is the raw vertex data coming from the DTS shape. It isn't scaled on the CPU side. If ... read more 04/01/2008 (10:16 am)
Bad fog on scaled objects The IN.pos should be pre-scaled as well, because scale is applied with the modelview matrix. So the... read more 03/31/2008 (11:57 am)
Bad fog on scaled objects The fog calculation needs the position of the eye in a "funny" coordinate system. It wants it in th... read more 03/31/2008 (9:17 am)
TSE Anti aliasing option Kim, You need to make sure to create your depth buffer with the same FSAA settings as your backbu... read more 03/17/2008 (4:50 pm)
CastRay in Opposite Direction It'd be better use the camera transform to multiply against a "backward" vector. That way you'll ta... read more 03/05/2008 (8:46 am)
White line at the top of translucent materials? @Dave: What does your material look like? Have you tried disabling some features in it to narrow... read more 01/17/2008 (9:35 am)
Custom Shader performance... It actually depends, switching shaders is one (or the) most expensive state changes you can do. So ... read more 12/20/2007 (9:16 am)
PlanarReflection crashes TGEA? I really quickly tried this and it looks like there is an issue if all of the surfaces on an interio... read more 12/06/2007 (8:48 am)
DX10 (Direct X 10) I want geometry shaders! ;) Although, apparently you can simulate this on SM3.0 with "Histopyrami... read more 11/29/2007 (8:27 pm)
How to protect *hlsl files Something else to consider is just to precompile your hlsl files to assembly and ship with those. W... read more 11/18/2007 (12:25 pm)
Interiors on the Fly Jason, Try using a ConsoleMethod instead of a console function, then the obj is already resolved ... read more 11/16/2007 (8:49 am)
Interiors on the Fly Jason, There are two routes to go here: Create a new method that is exposed to script on the s... read more 11/13/2007 (9:39 am)
Bad fog on scaled objects Here's an implementation of MatrixF::getScale you can add: inline Point3F MatrixF::getScale() con... read more 11/09/2007 (10:16 am)
Bad fog on scaled objects Hey Jeff, We found some lighting artifacts with the fix above. Here's the fix we came up with he... read more 11/08/2007 (3:59 pm)
ATLAS] Blended Terrains - Crashing during Mission lighting Jesse, Can you send me a your terrain? I tested it against a couple of different ones, but there... read more 11/04/2007 (5:11 pm)
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