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Pat Wilson's Forum Posts

Thread Post Date Posted
T3D Culling question This isn't even close to an apples-to-apples test. The first scene is a bunch of vertex-lit, unsh... read more 07/01/2009 (9:06 am)
ScatterSky doesn't cast shadows Manoel, I actually don't think that flag is checked (which may be a bug) for shadow rendering. If th... read more 07/01/2009 (7:11 am)
Issues building on Mac PPC I have been keeping the core behaving on PPC and big-endian CPUs. MacOS though, I have no idea ;)... read more 06/29/2009 (2:24 pm)
[B3 Bug] Parallax Mapping results in bizarrely-warped textures *freakout* @Bryan: [quote] I use PNG for all my images. I personally don't think the loss of qu... read more 06/29/2009 (9:25 am)
AFX for the new Torque3d? T3D advanced lighting will be fully compatible with all lightmap types in Beta4.... read more 06/27/2009 (9:48 am)
Point Spotlight Disappearance Issue... To be fair, DIFs are very strange. I hope you have good luck learning Blender. The DIF format, and C... read more 06/27/2009 (9:10 am)
Shouldn't SwapBuffers be fast? Andy, the increase you may be seeing is, if there are no detail textures, it may not render the deta... read more 06/26/2009 (1:56 pm)
Shouldn't SwapBuffers be fast? It should...was it broken? The feature [i]should[/i] be enabled by assigning a DDS texture, with DXT... read more 06/26/2009 (1:02 pm)
interior shadows and cube maps Also, there is behavior difference between single-pass paraboloid (which is a high-speed hack, but w... read more 06/26/2009 (11:58 am)
Shouldn't SwapBuffers be fast? DDS is [i]the[/i] tool of choice for reducing VRAM usage. I encourage using it everywhere that it is... read more 06/26/2009 (11:56 am)
Normal Maps, Multipass Materials, Advanced Lighting That is a good idea. However there are certain cases (like decals/terrain materials) we can't be ass... read more 06/26/2009 (11:44 am)
Normal Maps, Multipass Materials, Advanced Lighting Right now, normals can't be blended because they are stored in spherical co-ordinates and a simple l... read more 06/26/2009 (10:58 am)
Normal Maps, Multipass Materials, Advanced Lighting In Advanced Lighting, it lights the normal in the GBuffer. There is only one normal, and one depth v... read more 06/26/2009 (10:15 am)
Collision polysoup, found 2 and fixed bugs I can't tell you how happy it makes me to see this code getting another pair of eyes, as well as a k... read more 06/23/2009 (12:36 pm)
not-quite-a-bug: SSAO not honoring the "ambient" in its name I have read that paper. It is a good research paper, but I don't feel like it is right for Torque. ... read more 06/22/2009 (3:26 pm)
Feature Request: Terrain Holes and Overhangs They do not allow height-maps with overhangs, they have a separate voxel engine they use to build ca... read more 06/22/2009 (3:11 pm)
not-quite-a-bug: SSAO not honoring the "ambient" in its name You are totally spot on, Manoel, and the proper place to integrate this is in the vector-light shade... read more 06/22/2009 (12:28 pm)
Shadows on Water Why not just sample from the shadowmap(s) while rendering the waterblock?... read more 06/21/2009 (9:59 am)
we still need atlas terrain in T3D I think I commented in an earlier thread that it is critical that the features that Bo, and everyone... read more 06/17/2009 (4:20 pm)
Bug: New Project: Z-buffer issues Sorry to bump this thread, but Steve, you are also my hero. A buddy of mine has been complaining abo... read more 06/17/2009 (2:51 pm)
Set player to be cloaked in shadows Would only work on hardware that supported occlusion queries though. That does cover a lot of hardwa... read more 06/15/2009 (4:34 pm)
Set player to be cloaked in shadows Hey Edward, what if you used an occlusion query while rendering the shadowmaps for the lights? Basic... read more 06/14/2009 (7:09 pm)
we still need atlas terrain in T3D 'new' and 'delete' ?... read more 06/12/2009 (11:07 am)
Specular Masking? Ahh no, Manoel actually specular + DXT5 is not a good idea. The DXT5 format is 5:6:5:8, compressed i... read more 06/11/2009 (8:41 pm)
Light movement? Is it the light, or is it the shadow?... read more 06/10/2009 (11:17 am)
Experiment: Trilight Lighting Model [quote] Also, while full real-time is nice, I'd also like to discuss mixed real-time/baked lighting... read more 06/10/2009 (10:43 am)
Using Post Effects Without Advanced Lighting In basicLightManager.h, add this line... [code] class RenderPrePassMgr; class BasicLightManager... read more 06/04/2009 (7:14 pm)
x64 support? The networking should be just fine no matter what. It does not assume endian or sizes at all. Gl... read more 06/03/2009 (9:07 pm)
Collada instead of .dif? Collada does support lightmaps via a 2nd UV channel.... read more 06/03/2009 (5:14 pm)
Solid Line Around Objects Silhouette I'd render the object(s) you want to have edge highlighting into a separate buffer, and run the edge... read more 06/03/2009 (10:23 am)
Streaming large worlds Atlas was unmaintainable and had caused issues since it was included. The better solution was to sup... read more 05/31/2009 (1:43 pm)
Visual Studio 2005/2008 only supported for T3D? Ah I didn't know they changed that. Thanks for posting that information. I am a big fan of 2008, and... read more 05/30/2009 (4:39 pm)
Visual Studio 2005/2008 only supported for T3D? IIRC, the express version doesn't have an optimizing compiler.... read more 05/30/2009 (11:16 am)
Underwater Effects, such as Caustics, Distorted/Wavy Screen, Rays, etc... First, #include this file in your shader: [code] #include "shadergen:/autogenConditioners.h&q... read more 05/29/2009 (2:11 pm)
Shader Documentation I checked up on this. The interface to search for is 'MatTextureTarget'. It is used by the PostFX sy... read more 05/28/2009 (11:10 pm)
Shader Documentation Playlore: I need to double-check. The RenderTexTargetBinMgr class was designed specifically to be ex... read more 05/28/2009 (11:18 am)
SSAO and Increased View Distance You may also see artifacting in Advanced Lighting. A lot of the effects are based on linear depth. T... read more 05/27/2009 (9:28 pm)
Shader Documentation Hey I just wanted to chime in. Assignment of numerical constants is no longer needed or desired for ... read more 05/27/2009 (10:49 am)
Question, Server / Client seperation, can you ? [quote] (64 players is the current limit, I believe, but I think you can get that higher) [/quote]... read more 05/26/2009 (5:00 pm)
Lights in Basic Lighting BL can do a depth pass if it needs to. The RenderPrePassManager is set up to do: a) No color-output... read more 05/26/2009 (2:06 pm)
Question, Server / Client seperation, can you ? There is an amazing collection of information in this thread. Someone should like...clean it up and ... read more 05/26/2009 (10:11 am)
Question, Server / Client seperation, can you ? I think changed it to Novice shortly after talking with some of the dudes at RAD Game Tools a few ye... read more 05/25/2009 (4:20 pm)
Question, Server / Client seperation, can you ? [quote] It might contain the code, dont know, but i know its not executed nor required by default, ... read more 05/25/2009 (4:06 pm)
Question, Server / Client seperation, can you ? I do not believe that you and your team have properly understood the problem you are attempting to s... read more 05/25/2009 (2:56 pm)
pureLIGHT sneak peak Right, but part of T3D development is supporting the 3rd party stuff. "All I want to hear about... read more 05/25/2009 (10:23 am)
pureLIGHT sneak peak So...don't buy them? I mean, personally speaking, I wouldn't want to spend the time to write a light... read more 05/24/2009 (8:10 pm)
pureLIGHT sneak peak David: It's still kind of a half-baked idea I've been kicking around since I read the paper on Imper... read more 05/22/2009 (12:06 pm)
pureLIGHT sneak peak I think that indirect lighting from dynamic sources is a feature all on it's own. I'd basically turn... read more 05/21/2009 (12:21 pm)
pureLIGHT sneak peak David, this looks fantastic. I am very excited to have a baked-in lighting solution for Torque. If y... read more 05/20/2009 (8:31 pm)
Where has Mark Frohnmayer been? Rick and Jeff are at Push-Button. Tim is right in the other room. Mark is running Bad Habit and bu... read more 02/24/2009 (3:15 pm)