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Alex Scarborough's Forum Posts

Thread Post Date Posted
ModernizationKit Beta (Mac) V0004 just went live, which includes the usual couple of bug fixes, some code cleanup, etc. Also ... read more 02/02/2007 (11:11 am)
ModernizationKit Beta (Mac) Hey guys, Another build just went up (v0003) which includes a nice bunch of bug fixes, including... read more 01/31/2007 (5:47 pm)
ModernizationKit Beta (Mac) I gather that people are liking this code. @Todd: There are a few platform specific changes becau... read more 01/31/2007 (4:34 pm)
ModernizationKit Beta (Mac) @All three of you who have downloaded this: There's a new version up! In addition to some fixes pe... read more 01/30/2007 (5:16 pm)
ModernizationKit Beta (Mac) @Andy: Huh. I found Cg.framework in System/Library/Frameworks when I was writing that up, I guess i... read more 01/30/2007 (7:56 am)
ModernizationKit Beta (Mac) If you encounter any bugs (my definition of "bug" is rather liberal. Code that could be cleaned up,... read more 01/29/2007 (11:16 pm)
Thank for everyone~~~i try Take a deep breath. Look at what you're asking for. Then, with an open mind and sense of humor, re... read more 01/28/2007 (10:11 am)
Altivec optimized point3F_normalize @Andy: I am running a G4+ (7450/7455) clocked at 1.42Ghz. Here's my ReciprocalSquareRoot function... read more 01/12/2007 (9:52 pm)
Altivec optimized point3F_normalize Well, I've been wanting to mess around with altivec and CPU optimization for a while now, and this b... read more 01/11/2007 (11:36 pm)
Altivec optimized point3F_normalize Looks spiffy! I certainly don't see any way to improve it, seeing as 90% of it is from Apple's deve... read more 01/11/2007 (4:22 pm)
Need projection matrix for *this* frame in GuiTSCtrl:onPreRender 0.06% is TotalTime * 0.0006 = very small number And yes, it does look like dglSetClipRect is call... read more 01/10/2007 (5:49 pm)
Need projection matrix for *this* frame in GuiTSCtrl:onPreRender While calling dglSetClipRect 100 times or more per frame isn't necessarily the ideal solution, you w... read more 01/10/2007 (5:21 pm)
Can't get into CVS [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=52873[/url]... read more 01/07/2007 (11:08 am)
Can't get into CVS This has been covered numerous times before. Search the forums. Simply put, there is no CVS now.... read more 01/07/2007 (10:47 am)
DX10 fun.. Whats to come?? To elaborate a bit more on the OpenGL stuff, the day the 8800 was released, nVidia released well ove... read more 12/30/2006 (8:14 pm)
Tgea And Vbos TGEA has always used VBOs.... read more 12/29/2006 (9:22 am)
TerrRender.cc multitexture problem Yep, exactly your problem. No nVidia card allows more than four textures through the fixed function... read more 12/22/2006 (3:28 pm)
TerrRender.cc multitexture problem I'm going to go out on a limb here and say your graphics card only supports four textures through th... read more 12/22/2006 (12:48 pm)
Collada File Format Given the large amount of discussion about collada in Torque at !IGC (about two hours with everyone ... read more 12/11/2006 (5:57 pm)
Enabling multi-threaded opengl? [quote]To obtain the maximum performance with OpenGL multi-threaded execution, follow these guidelin... read more 12/11/2006 (3:09 pm)
DLR 2.0 for Torque 1.5 [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=52854]This[/url] is a discussion of w... read more 12/11/2006 (8:14 am)
What is a primitive exactly? The primitive count metric measures the number of times glDrawElements and glDrawArrays are called i... read more 12/05/2006 (7:10 pm)
SgDecalProjector != distance fog The decal manager renders decals, but it is not itself a decal. All decals are stored by the decal ... read more 12/05/2006 (12:03 am)
SgDecalProjector != distance fog SgDecalProjector registers its decal with the DecalManager in sgDecalProjector::sgProject (engine/li... read more 12/03/2006 (11:39 pm)
SgDecalProjector != distance fog All decals are rendered in DecalManager::renderDecal() which you will find in engine/sim/decalManage... read more 12/03/2006 (9:00 pm)
TGE 1.4.2 Still available for $100? [url=http://www.garagegames.com/products/1/]TGE 1.4.2[/url]... read more 11/21/2006 (7:48 am)
TSE for mac/linux a possiblilty? Not really. The converter doesn't work on any of the TSE shaders and, ultimately, isn't much better... read more 11/13/2006 (3:15 pm)
DX10 fun.. Whats to come?? From a technical perspective, I think it's all pretty exciting. Of course, as an OpenGL developer i... read more 11/10/2006 (10:06 am)
Hlsl To Glsl Ah, you found that too? I ran it through some sample shaders and found that it still has a fair w... read more 11/10/2006 (1:01 am)
HLSL tex2d question 1.0 is the default value for alpha if no alpha channel is provided. On a side note, most cards do... read more 11/07/2006 (2:07 pm)
Screenshots? Press control p to take a screenshot.... read more 10/18/2006 (8:11 pm)
TGE 1.5 and Lighting Kit TLK resources will most likely not cleanly drop into 1.5 due to the number of changes that have been... read more 10/18/2006 (8:10 pm)
GhostIndexBitSize = 4 or should it = 9 12 - 3 = 9, and it only takes four bits to hold the number 9. Therefore, GhostIndexBitSize is 4.... read more 10/13/2006 (12:27 am)
Can I dynamically edit gui profiles? You can edit gui profiles and have the changes take effect. I actually do that to continuously chan... read more 10/04/2006 (1:53 pm)
Opengl Umm... Anthony, no offense, but where did you get your info? The official OpenGL 2.0 specificatio... read more 10/03/2006 (8:17 am)
IndieGamesCon Latest Info? That's the new one.... read more 09/30/2006 (11:48 pm)
GetFeatures No. The convex code calls getFeatures. getFeatures is still very much used.... read more 09/29/2006 (6:52 pm)
GetFeatures Check convex.cc. convex.cc handles all GJK collision, which is what the vehicles use.... read more 09/29/2006 (6:33 pm)
Problem with DRL2.0, CG Water, and Celestials @J "hplus" W: Cameron was asking specifically about the [url=http://www.garagegames.com/blogs/21036/... read more 09/26/2006 (8:31 pm)
Does torque support.... You'll find that [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=46102]this[/url] is ... read more 09/13/2006 (4:48 pm)
Shader Q&a/faq @Randy: Look up a couple of posts. See the link? Here it is again [url=http://tdn.garagegames.com/... read more 09/06/2006 (3:47 pm)
Torque/1.5/WhatsNew Why are people surprised that they will have to pay for 1.5? GarageGames has been clearly stating t... read more 08/24/2006 (8:16 am)
DirectX on IntelMac? An Intel Mac booted into Windows XP is just a very shiny PC. That would be a perfectly viable solut... read more 08/20/2006 (10:31 am)
TLK and Mac Universal Binaries Woo! Congratulations on getting a working UB build. If you can do me a massive favor, and downloa... read more 07/29/2006 (4:57 pm)
TLK and Mac Universal Binaries Hmm, you know, early in testing Rob said something about green fog. Did you catch the UB change nec... read more 07/29/2006 (3:46 pm)
TLK and Mac Universal Binaries You may be missing a change, or might have some custom code that's having issues. I haven't seen an... read more 07/29/2006 (1:25 pm)
OLD Vertex Buffer Extension Documentation? This is the third or fourth time someone has asked about this in recent memory. [url=http://www.g... read more 07/29/2006 (11:07 am)
TLK and Mac Universal Binaries Ha! Found the problem. The problem was John [i]already fixed endian issues[/i] for GBitmap::getColo... read more 07/29/2006 (12:41 am)
TLK and Mac Universal Binaries Not a clue, the UBTLK.zip files work fine on my PPC mac. Edit: Wait a minute, they don't. I'll l... read more 07/28/2006 (10:37 pm)
TLK and Mac Universal Binaries @Antonio: Have you tried the merged files from a couple of posts up?... read more 07/28/2006 (9:08 pm)