Pat Wilson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| [Bug 1.0] Can't Enable Basic Lighting | Hmmm, how did that viewport get created? [quote] X 0 unsigned long Y 726 unsigned long Width 512... read more | 09/29/2009 (11:03 pm) |
| Does Torque3D support instancing ? | There is not an instancing solution, but you can still have a good lot of guys walking around. The m... read more | 09/28/2009 (9:03 pm) |
| Vertex Colors for blended textures | Shadergen gets a bad rep. Some of it is deserved, but it is (essentially) an Uber-shader, which is c... read more | 09/28/2009 (2:15 pm) |
| Vertex Colors for blended textures | Yep, they do: http://gameclay.com/documentation... read more | 09/28/2009 (11:54 am) |
| Feel free to post show-off threads here! | Multiple representations of the same system data; lights, and wireframe boxes. The wireframe boxes w... read more | 09/27/2009 (10:18 pm) |
| dx11 is here, will t3d be able to use it? | BC6 and BC7 require DX11 hardware to uncompress for free, in the same way that DXT1-5 is uncompresse... read more | 09/27/2009 (11:02 am) |
| Feel free to post show-off threads here! | Testing out some simulation/rendering abstraction for particles. Hooked up a system of 150 point lig... read more | 09/26/2009 (4:33 pm) |
| Why is my performance so bad? | LODs on your shapes are important as well. Crysis has aggressive LODs, and if you want your game to ... read more | 09/13/2009 (4:53 pm) |
| Inferred lighting paper | Oh I see, yeah with the DSF you could probably swing that because it would solve the edge problem. T... read more | 09/10/2009 (2:45 pm) |
| adding lightmap crashes T3D | You may be blowing out the FrameAllocator, if that's the assert you get when you crash, it's because... read more | 09/10/2009 (1:27 pm) |
| Inferred lighting paper | Yep, this is probably the best paper to come out of SIGGRAPH I think I mentioned it back then. It st... read more | 09/10/2009 (1:26 pm) |
| Glow mask? | Next release should actually remove that "emissive" turn off of shadowing. Instead there i... read more | 09/09/2009 (1:24 am) |
| Wetness | Joshua, check the tangent W direction. For examples look at ShaderFeatureHLSL and the code it uses t... read more | 09/04/2009 (11:46 am) |
| Has garage games abondoned the indie? | As far as I know, there is one other commercially available engine shipping a pre-pass lighting solu... read more | 09/03/2009 (6:40 pm) |
| [request] Premultiplied alpha support | Ah yeah, that is the key. You can draw front to back, but not out-of-order. The cool thing, though, ... read more | 09/03/2009 (5:48 pm) |
| [request] Premultiplied alpha support | Yep, because pre-multiplied alpha is all about how much of the "background" you are occlud... read more | 09/03/2009 (3:05 pm) |
| [request] Premultiplied alpha support | Manoel, it is already actually supported but only for particles (right now). Check out the render... read more | 09/03/2009 (2:35 pm) |
| Wetness | Nice! Custom material?... read more | 09/03/2009 (12:10 am) |
| Help with normal maps in T3D | David, I just had another thought. Are there any lights affecting the mesh which are not represented... read more | 08/29/2009 (11:47 am) |
| Help with normal maps in T3D | This is all DXT5 bump maps. And you can use DXT5, but you need to swizzle the data. The NVIDIA Textu... read more | 08/28/2009 (8:25 pm) |
| Help with normal maps in T3D | Don't use DXT5-DDS unless you are using DXTnm swizzling (Found in Nvidia texture tools).... read more | 08/28/2009 (8:03 pm) |
| Wetness | Yeah, I think this is the case of we have almost the data we need to compute this in screen space, b... read more | 08/28/2009 (2:08 pm) |
| Wetness | We don't have the info to get into tangent space (or object space) during the post process because w... read more | 08/28/2009 (12:13 pm) |
| Wetness | I'm going to go out on a limb (and man I hope somebody proves me wrong) but I think that this featur... read more | 08/27/2009 (2:36 pm) |
| Mirrored normal maps - Torque 3D | This is what I meant: Max creates normal maps with green set to "down", some packages, lik... read more | 08/25/2009 (8:49 pm) |
| Fog? | Far plane, but it has no height above terrain. There is no reliable way to make a correspondence bet... read more | 08/23/2009 (7:26 pm) |
| Fog? | What distance? There is no distance from the camera in terms of the skybox. This is why you liste... read more | 08/23/2009 (7:19 pm) |
| Need help with lights for a CustomMaterial | CustomMaterial is still useful for some things (for example: It's perfect for the Advanced Lighting ... read more | 08/23/2009 (2:53 pm) |
| Need help with lights for a CustomMaterial | Hmm, you know, that raises an interesting point. Konrad, you may have to wire up some code in order ... read more | 08/23/2009 (12:58 am) |
| where can i find a full writeup on how the mat system works? | lightmap and tonemap use the second UV set in the mesh.... read more | 08/22/2009 (7:55 pm) |
| where can i find a full writeup on how the mat system works? | Specular Map alpha is not mask it is specular exponent, you can mask by making the pixel black (a sp... read more | 08/22/2009 (1:32 pm) |
| Mirrored normal maps - Torque 3D | You may need to flip your bumps. IIRC 3ds Max needs Y flipped or something. The handedness of the... read more | 08/21/2009 (2:09 pm) |
| Megatextures | Hmmm...the detail texture DOES fade over distance, otherwise you would see it "crawling" a... read more | 08/21/2009 (1:50 pm) |
| Um, shadows in Basic Lighting? | A simple Google search should allay your fears: [url]http://www.frecle.net/index.php?show=giles.abo... read more | 08/20/2009 (12:19 pm) |
| help rendering lights when source object not in view | Just to confirm, this only happens when the lights are mounted to an object...not with all lights, c... read more | 08/19/2009 (8:07 pm) |
| Beta5-Bug: SelfShadowing (lightmapped) meshes AL | I'm on the trail of this.... read more | 08/17/2009 (4:56 pm) |
| Which gaming platforms will suport T3D? | Mark, you're 100% wrong about the platform support.... read more | 08/17/2009 (1:04 pm) |
| DTSes that worked in TGEA, but not in T3D | Do they have a collision mesh?... read more | 08/16/2009 (1:50 pm) |
| have headlights, but need help with brakelights | @Bryan: Hahaha. That is actually, the exact thing that I did for the first gobo I put on a spot ligh... read more | 08/15/2009 (4:42 pm) |
| T3D running slow, why? | UT2k4 is also a forward renderer. The rules for performance are (more or less) totally different.... read more | 08/14/2009 (2:39 pm) |
| Depth of Field not working | That's a warning, not an error, and it's okay.... read more | 08/12/2009 (7:47 pm) |
| [RESOLVED kinda] edgeDetectP.hlsl warning X3550 | There is a difference. Unrolling the loop means it will duplicate the instructions.... read more | 08/12/2009 (6:06 pm) |
| Torque 3D Show Off Thread! | The ramp is the World of Warcraft solution as well, and it works really well IMO.... read more | 08/12/2009 (3:18 pm) |
| [RESOLVED kinda] edgeDetectP.hlsl warning X3550 | This warning is telling you that shader code, which would otherwise be a dynamic loop, is being unro... read more | 08/12/2009 (11:14 am) |
| Any comment on the unix platform code added to B5 :-) | Much like the existence/non-existence of PS3 code, if any announcements were ready to be made, they ... read more | 08/12/2009 (10:56 am) |
| toggle shadow viz? | Click on a light, and it will display the shadowmap.... read more | 08/12/2009 (8:33 am) |
| Advanced and Basic Lighting Options | You didn't look in the right scripts. It should be in both prefs.cs ($pref::lightManager) and the mi... read more | 08/11/2009 (9:41 am) |
| Beta 5: Player not casting shadow with advanced lighting (not a bug) | Matt, it's a property on the material, not on the shape. ... read more | 08/10/2009 (7:53 pm) |
| Custom Material Process | Edit: Just realized that was not useful information. "mapTo" is optional, but it is usu... read more | 08/10/2009 (5:33 pm) |
| 30+ FPS? | This is going to be a VERY short treatment of this just because it may change slightly before releas... read more | 08/10/2009 (11:48 am) |