Thomas Phillips's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| DTS to DIF Dynamic Shadows? | Shadows working again in 4.2, so problem resolved. ;-) Tom... read more | 01/24/2007 (5:50 pm) |
| Dark shapebase objects. | How dark is it? Does it look like the object is in shadow? Tom... read more | 01/21/2007 (10:41 am) |
| Performance with High Character Count | Quite an informative thread. Thanks to everyone for their input. Tom... read more | 01/10/2007 (5:54 pm) |
| Radeon X1300 Material and Shader Problems | Our material system is automated. However, we have many people on the art team and it leads to furth... read more | 01/06/2007 (2:12 pm) |
| Performance with High Character Count | By "DTS already supports that," are you referring to the T_Skin type in DTS::Mesh? I haven't been ab... read more | 01/06/2007 (10:17 am) |
| Performance with High Character Count | Given these assumptions: - 3000 vertices in the mesh. - Each vertex has a position (v), normal (n)... read more | 01/05/2007 (5:41 pm) |
| Materials Management Tool - Are you interested? | What I'm talking about isn't much of a problem for small projects, but it's a real bear when a lot o... read more | 01/03/2007 (7:42 pm) |
| Performance with High Character Count | @Tom Thanks -- I have now patched those in. @Phil Indeed, GPU skinning would be nifty. I'm ... read more | 01/03/2007 (6:00 pm) |
| Radeon X1300 Material and Shader Problems | And another update... I have begun to scrub the materials. Looks like we have 687 materials in 31... read more | 01/02/2007 (2:29 pm) |
| Performance with High Character Count | The below code block from TSSkinMesh::updateSkin() looks expensive. Is there any reason these data c... read more | 01/01/2007 (10:36 am) |
| Performance with High Character Count | @Stephan Direct3D should be doing backface culling; polygons wound counterclockwise relative to t... read more | 01/01/2007 (9:33 am) |
| Performance with High Character Count | I suppose it's a lot of polygons, but I guess I was expecting better performance. It was approximate... read more | 12/31/2006 (10:52 pm) |
| Radeon X1300 Material and Shader Problems | All drivers (ATI and DirectX) were the latest as of 12 November, the date of the first post. All Dir... read more | 12/30/2006 (8:38 am) |
| Radeon X1300 Material and Shader Problems | Update! I now know what causes the problem -- enabling both transparency and glow in the same mat... read more | 12/21/2006 (5:05 pm) |
| Afx And Tgea (tse)? | That's great news, Jeff. For something as good as AFX, I'm certainly willing to be patient. Congratu... read more | 12/14/2006 (5:38 pm) |
| Reviving Newsletters | This is fantastic news! Please be sure to include Ben and Brian's current GPS coordinates with each ... read more | 12/09/2006 (5:41 pm) |
| Multi-pass shader questions. | I suspect what you are looking for is setActiveRenderSurface(GFXTextureObject* surface, U32 renderTa... read more | 12/08/2006 (8:08 pm) |
| Registers? | (continuation) [code] ./renderInstance/renderElemMgr.cpp:38: GFX->setVertexShaderConstF(VC_LIG... read more | 12/06/2006 (5:08 pm) |
| Registers? | (continuation) [code] ./lightingSystem/sgDynamicRangeLighting.cc:220: GFX->setPixelShaderConstF(... read more | 12/06/2006 (5:08 pm) |
| Registers? | Ask and you shall receive! All of the shader constants (registers, that is) referenced within TSE... read more | 12/06/2006 (5:07 pm) |
| DIF Models that Overlap or Intersect in TSE | (Sorry I didn't follow up with this sooner.) We took your advice, J.C., and indeed there was quit... read more | 12/06/2006 (4:24 pm) |
| Radeon X1300 Material and Shader Problems | It sounds like you're talking about fallbacks for different shader models and support by different c... read more | 11/30/2006 (9:21 pm) |
| Radeon X1300 Material and Shader Problems | Well, I can't seem to figure out the cause, other than there a couple assets that seem to not work a... read more | 11/22/2006 (5:32 pm) |
| Vertex Texture Fetching? | Have you kicked up the pixVersion value in client/scripts/shaders.cs? Assuming you have adjusted ... read more | 11/21/2006 (6:10 pm) |
| Help] Shader introduction | Within TSE is not exactly the best of places to be learning about shader programming... ;-) A cou... read more | 11/20/2006 (8:46 pm) |
| What happened to GFXDevice::startActiveRenderSurface ? | Definitely what I was looking for. Thanks, Brian. Tom... read more | 10/24/2006 (4:36 pm) |
| Detail Shader | Excellent -- keep on shading and don't forget the screenshots. ;-) Tom... read more | 10/23/2006 (6:07 pm) |
| Recent TSE Updates? | Alrighty - thanks for the replies. Tom... read more | 10/22/2006 (5:11 pm) |
| Detail Shader | Do you have screenshots you could link to? Also, could you describe the intent of the shader? It loo... read more | 10/22/2006 (4:40 pm) |
| What happened to GFXDevice::startActiveRenderSurface ? | It doesn't look like the method name was simply changed; it looks like the theory of operation has a... read more | 10/22/2006 (3:33 pm) |
| Atlas in game Editor? | @Ben Fair enough - thanks for the reply. Tom... read more | 10/18/2006 (4:29 pm) |
| Turning on Multisampling | Using D3DMULTISAMPLE_NONMASKABLE gets me the same results. It's as is something else is getting set ... read more | 10/16/2006 (7:13 pm) |
| Tips for a Hand Painted Atlas Texture? | Is this the line you are referring to? [code] atlasSurfaceDynamicLightingP.hlsl: OUT.col = dif... read more | 10/14/2006 (9:26 pm) |
| Atlas in game Editor? | @Jeff Sorry, I didn't mean to sound paranoid; this is a business concern. I just need to help man... read more | 10/08/2006 (11:52 am) |
| Atlas in game Editor? | A bit off-topic from Atlas, but a couple comments in this thread have me a bit concerned. Stephen wr... read more | 10/07/2006 (3:28 pm) |
| Transparent Materials on DIFs Using translucent = true | Not sure how to read that, Stefan. Your earlier post seemed to imply you had not used transparent ma... read more | 10/07/2006 (8:08 am) |
| Transparent Materials on DIFs Using translucent = true | We finally have it working. Thank you very much, Mincetro, for giving us a reference to work from. I... read more | 10/06/2006 (11:54 pm) |
| Transparent Materials on DIFs Using translucent = true | Thanks for the sample material settings. I passed it on and they're now using that as a reference. ... read more | 10/06/2006 (6:54 pm) |
| Transparent Materials on DIFs Using translucent = true | I wrote, [quote] In practice, we are seeing the translucent tag work for DTS materials, but not DI... read more | 10/05/2006 (6:46 pm) |
| Transparent Materials on DIFs Using translucent = true | KEEPER: What is your favorite color? GALAHAD: Blue. No yel-- Auuuuuuuugh! I'm getting mixe... read more | 10/05/2006 (7:07 am) |
| Where to Find Documentation on Recording Trigger Counts | That's perfect, Paul. Thanks! Tom... read more | 10/03/2006 (7:12 pm) |
| Where to Find Documentation on Recording Trigger Counts | @Paul I was hoping to find documentation on this (thus, the post in the documentation forum) so I... read more | 10/02/2006 (7:23 pm) |
| Where to Find Documentation on Recording Trigger Counts | @Philippe Thanks for the link. A search returning that post from May 2004 is actually what hinted... read more | 10/01/2006 (2:11 pm) |
| Wheres the lighting kit files | @John A fresh checkout from CVS did the trick; I guess cvs update had a problem with the new direct... read more | 09/07/2006 (8:10 pm) |
| Wheres the lighting kit files | TSE seems to now depend on a lighting kit, which does not update from the tse trunk in CVS. Now TSE ... read more | 09/07/2006 (6:58 pm) |
| Adjusting Full Screen Anti-Aliasing (FSAA) | Thanks for the replies. As I have looked into it more, it seems there may be a technical issue with ... read more | 09/03/2006 (1:50 pm) |
| Full Screen Anti-Aliasing (FSAA) | @Stefan I appreciate your search, but even milestone 4 screenshots look like FSAA is not turned on.... read more | 09/03/2006 (1:24 pm) |