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Messages - tgm

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1
Feature requests / Vertex Shader
« on: August 30, 2010, 11:08:38 pm »
Actually the lighting is done in a pixelshader...
The vertexshader is only needed to calculate texcoords.
I render 1 pass colors only into a target,
I render 1 pass normals only (world coords) into a target.
Then I use small sprites for every light, using 3 textures:
the 2 rendertargets and a mask.
And this is where the Vertexshader is needed: this sprite has a second set of texcoords containing its world coordinates. This coordinates are used to make a lookup in the color&normal buffer. Then we I can calculate the light influence. Of this light in the world as texture of my sprite. The sprite is finally blended additively. and dadada.. very little overhead for pixel not being reached by the light. Its called "Deferred Lighting"
(sry its late..)
greetz

2
Feature requests / Vertex Shader
« on: August 30, 2010, 09:29:36 pm »
shit sry  :oops:
*edit*
I think my point is still valid:
Vertexshader can (and are) used to transform texture coordinates.





over 500 lights fluidly with full normal mapping -> only possible with vertex shader. (screenshot didn't vsync.. but hey i think you get the idea)
*edit2*
sry for that oversize images

3
Feature requests / Vertex Shader
« on: August 30, 2010, 06:56:49 pm »
Hi Laurent
Why don't you allow to set the VertexShaderSrc? This is quite useful even for normal sprites in a deferred rendering approach. And as far as i can see the changes are minimal (adding a second parameter to LoadFromFile).
Am i missing something?
I did add a member char* vertexShaderSrc to the sf::Shader that is used instead of vertexSrc if it is non-null...
greetz TGM

4
General discussions / Sprite Collision Detection
« on: August 21, 2008, 09:09:27 am »
if you're able to sort your boxes along the X axis you could use some line swep algo for doing collision test... might be easyier to maintain a sorting along X-axis in a moving scene than maintaining a komplete Quadtree or something like this....
though quadtree would most likely be faster...

5
SFML projects / BrainFuck
« on: August 11, 2008, 06:32:32 pm »
you know, BrainFuck (TM) is actually a programming language
http://de.wikipedia.org/wiki/Brainfuck

6
Feature requests / Clipboard Support
« on: July 06, 2008, 05:51:31 pm »
I would vote for clipboard support, too - though it seems to be quite hard under linux...

7
General discussions / SFML / Performance in VirtualBox
« on: June 30, 2008, 08:40:06 pm »
yeap.. since VirtualBox doesn't use the GPU SFML will be way slower... :lol:
moste likly SDL will be faster...

8
General discussions / SFML 1.3 -- sonames
« on: June 22, 2008, 05:17:31 pm »
yeah.. make roxx ;) please keep make..

9
SFML projects / Alternate Reality - Remake Project
« on: June 21, 2008, 04:42:06 pm »
wej, that are good news ;)

10
SFML projects / Alternate Reality - Remake Project
« on: June 20, 2008, 02:02:05 pm »
that one got style^^
I certainly gonna play it ;)
but VC++ suxx (linux user^^)
any chance of this projket going open source? (Or having a linux bin??)

11
Network / Packet.SetReadPos()
« on: June 17, 2008, 06:57:14 pm »
I'd love to but myReadPois ist private ;)

12
Network / Packet.SetReadPos()
« on: June 17, 2008, 03:40:17 pm »
Well, I'm implementing some encryption layer protkol mixup...
got some problems, when I need to read the first 4 bytes multiple times...
drove me crazy yesterday.. (may it be, GetData() returns the pointer to data+myReadPos??)
I guess its my fault, since it did work... some time the day before yesterday -_-
not sure.. anyway.. stumbled over this nice thingy, and there certainly are some situations when you gonna need this one.
I would code that myself (won't take longer but 5mins) but honestly I already did change a bunch of things, and applying all this changes over and over again, every time you change something about one of the files is quite annoying ;)
greetz

13
Network / Packet.SetReadPos()
« on: June 16, 2008, 10:37:15 pm »
would you mind adding something like
Packet.SetReadPos()
Packet.GetReadPos()

That would certainly make some things easier ... (and it doesnt require more than 5 lines of code.)
thx in advance

14
Graphics / Sprite blurry
« on: June 10, 2008, 05:21:11 pm »
yeah.. I think so..
simply using a normal rendering window, and drawing a 800x600 (for example) sprite without changing anything about scale etc..

15
Graphics / Sprite blurry
« on: June 09, 2008, 07:40:53 pm »
Quote

What the hell are you talking about ? :lol:


öhm.. draw a sprite with some iregular high contrast pattern (1 px checkboard for example) and you'll notice some focal blur effect in the edges of the Renderwindow...

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