Pat Wilson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| What is a Ghost? | Since "ghost" is part of the original Tribes networking writeup, IIRC, I would say the res... read more | 08/09/2009 (6:34 pm) |
| 30+ FPS? | 1. LODs are not all stored in VRAM at the same time. I am not sure if there is an easy cap on mesh L... read more | 08/09/2009 (6:32 pm) |
| 30+ FPS? | So I was thinking about this a bit more, and what I realized is, this is a problem that can probably... read more | 08/09/2009 (3:11 pm) |
| 30+ FPS? | Again, I totally appreciate the viewpoint of, "I don't care about the rendering code," but... read more | 08/09/2009 (1:08 pm) |
| 30+ FPS? | I am starting to think it was a mistake to call "basic lighting", 'basic'. The idea is tha... read more | 08/09/2009 (10:11 am) |
| Release Candidate for Torque3D | It sounds crazy, but the memory bandwidth difference between every version of the 8800, ranges from ... read more | 08/08/2009 (9:33 pm) |
| Auto scaling UVs for non-square textures in Torque 3D? | If you use a 512x1024 texture, it should be mapped from [0..1] in both width and height. Is this not... read more | 08/08/2009 (7:02 pm) |
| Release Candidate for Torque3D | @Black Tengu: If I had to guess, I would say your card has poor memory bandwidth. If you were to att... read more | 08/08/2009 (6:46 pm) |
| Translucent Particles | Wow haha. Yeah that is WAY different than what you asked. Yes that is on a feature list somewher... read more | 08/08/2009 (4:59 pm) |
| Translucent Particles | I am confused by what you mean. Particles are translucent. The value is controlled by the alpha valu... read more | 08/08/2009 (4:55 pm) |
| Wetness | Ah shoot, and here I was hoping for the easy fix. That is a good call, and yeah, the eye-ray (in the... read more | 08/08/2009 (11:16 am) |
| Wetness | Right so, what you were trying to do (probably) is to encode world space position (XYZ) into 3 unsig... read more | 08/08/2009 (10:37 am) |
| Cast Shadows from Alpha Map (i.e. Leaves) | Yeah, and that is kind of the crux of it. I think there is potential in the solution, but a lot of m... read more | 08/07/2009 (3:37 pm) |
| Cast Shadows from Alpha Map (i.e. Leaves) | I think as a specific solution it could work, but as a general solution, I think there would be a lo... read more | 08/07/2009 (3:06 pm) |
| Cast Shadows from Alpha Map (i.e. Leaves) | Jami, What you are talking about is not possible with DX9 hardware. You'll have to wait for DX10... read more | 08/07/2009 (2:40 pm) |
| Wetness | Joshua, No you have it right. What we have is a normal in world space, from a bump map, and we are ... read more | 08/06/2009 (10:05 am) |
| Wetness | Dean I think you may be on to something. Up until now I have been thinking about this from the persp... read more | 08/05/2009 (8:31 pm) |
| Wetness | Yeah the whole conditioner/unconditioner and named-buffer system is kind of complicated, but it real... read more | 08/05/2009 (11:47 am) |
| Wetness | The #prepass buffer is created by the PrePassRenderMgr, and the #lightinfo buffer is created by the ... read more | 08/05/2009 (9:55 am) |
| Under city and Warrior Camp hang while loading objects. | Steve, Disable driver MSAA on your video card. The next beta will not require this fix. -pat... read more | 08/05/2009 (9:51 am) |
| [beta4 bug] Everything is black in basic lighting on some GPUs [w/ fix] | Great fix! It's all fun and games until someone divides by zero ;)... read more | 08/05/2009 (9:48 am) |
| [beta4 bug] Everything is black in basic lighting on some GPUs [w/ fix] | Manoel, This could be caused by an FP-special, like NaN or INF. ... read more | 08/04/2009 (12:12 pm) |
| Wetness | You are both right. You can avoid that case with a dot() check if you really want to, but like Bryan... read more | 08/04/2009 (10:53 am) |
| Wetness | If you want a good starting point, pretty much ignore what he goes over on his blog regarding MRT's,... read more | 08/04/2009 (8:56 am) |
| PostFX Question | They are all using one shader right now, unfortunately. If you take a look at the ParticleRenderInst... read more | 08/03/2009 (3:12 pm) |
| Release Candidate for Torque3D | [quote]Any programmer that can say he or she is happy to release their software with known bugs IMHO... read more | 08/03/2009 (11:39 am) |
| PostFX Question | They use a shader now shaders/common/particleP/V.hlsl... read more | 08/03/2009 (10:58 am) |
| PostFX Question | Joshua, You will have a much easier time doing this after the next release. There are constructs w... read more | 08/02/2009 (7:24 pm) |
| Release Candidate for Torque3D | Bryan, The forward shading implementation is a 4-light per-pass SM2.0 solution right now. Forward s... read more | 08/02/2009 (11:24 am) |
| screen problem | This bug will be fixed for good in the next release. The new code will render the required render bi... read more | 08/02/2009 (11:17 am) |
| Torque 3D Show Off Thread! | I just realized, I am full of it...the water is a translucent, it won't get drawn to the light info ... read more | 07/31/2009 (1:24 pm) |
| Torque 3D Show Off Thread! | If you use 'lightinfoUncondition' you will get back a Color term, an approximation of the summed N d... read more | 07/31/2009 (9:28 am) |
| Removing of COLLADA files for publishing possible? | Marc, That would destroy the file change notification functionality. If you change/save a DAE file... read more | 07/29/2009 (10:20 am) |
| Removing of COLLADA files for publishing possible? | It is still looking for those collada files. It does use teh cached.dts versions, but this is automa... read more | 07/29/2009 (8:55 am) |
| Dynamic skins and materials swap | To avoid that big long copy method, you may be able to do something like this (haven't tried this so... read more | 07/28/2009 (4:56 pm) |
| Still Low Framerate | It's the x1600, that card has terrible bandwidth. ... read more | 07/28/2009 (8:30 am) |
| Collision : getPolyList/buildPolyList... which one do I want? | Those are pyramids. The base of each pyramid is a triangle that has been passed by the collision box... read more | 07/24/2009 (9:08 pm) |
| Multiplayer Broken? | Edit: Nevermind, re-read your description. Not the fix.... read more | 07/24/2009 (4:50 pm) |
| Torque 3D Show Off Thread! | Like Brett said, Gerhards work is fantastic and we are trying to make his work available, but I am a... read more | 07/24/2009 (3:28 pm) |
| Glow mask? | James, you are actually describing a thin-film refraction effect, not a specular highlight for those... read more | 07/24/2009 (12:40 pm) |
| Glow mask? | Helk, I am glad that solved the issue. I disagree on combining glow and specular into the same mas... read more | 07/24/2009 (10:08 am) |
| Multiplayer Broken? | Hmmmmm....Jesse, I don't believe there were network changes from beta 3 to beta 4. There must be som... read more | 07/24/2009 (9:54 am) |
| Glow mask? | I see why this would be broken. I will fix this in trunk. materialDefinition.cpp, change isEmissi... read more | 07/23/2009 (7:28 pm) |
| Advanced lighting shadow not reaching the casting object. | Actually, this has gotten off topic, and that's my fault. So I will try to bring it back on topic: ... read more | 07/22/2009 (3:42 pm) |
| Advanced lighting shadow not reaching the casting object. | James, If you can't think of any ways to do ambient occlusion other than in screen-space, than leav... read more | 07/22/2009 (1:18 pm) |
| Advanced lighting shadow not reaching the casting object. | SSAO is never the answer to any question except, "What's the trendiest screen-space hack."... read more | 07/22/2009 (8:15 am) |
| rgb spec maps and alpha issue (solved) | If you have an alpha channel, it will use alpha * 255 as your specular power. If you don't want to c... read more | 07/21/2009 (10:32 am) |
| AFX for the new Torque3d? | Jeff, check the console log, that effect model may be spitting out an error about the tverts not mat... read more | 07/20/2009 (7:57 pm) |
| Beta 4 - Basic lighting cause flicker in undercity | How about something like "Detail Light", which would indicate that it isn't essential to p... read more | 07/20/2009 (12:22 pm) |
| Lighting: lightDynamicGeometry - what is "Dynamic" | Hewster, If I understand it right, I think we are talking about the same thing, and I agree. I am... read more | 07/20/2009 (12:17 pm) |