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) |