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Apr
8
comment Optimize state changes within a render queue
I think that my problem will only occurr when filling the color buffer. Because it's in this buffer that I will use the material of the object and so the technique associated to it. I don't have lot of knowledge about deferred rendering, only read some article without going in depth. So I am probably wrong on a lot of things. Since I don't have a complex rendering pipeline, I should make things easy and simple and add more functionalities and adapt it when I will implement deferred rendering. Without deferred rendering implemented in the engine I can't predict which problems I will encounter.
Apr
8
comment Optimize state changes within a render queue
I probably misuse the term "pass". In my question I refer to pass for a pass in a technique in a directx effect file (.fx). That is why in my question I am saying that a material in my engine can have multiple pass. A material is bind to one technique and therefore to technique's passes. Until now, the engine doesn't have complex rendering pipeline, I only draw object "as is" with their own materials. But if an object use a material with a technique containing two passes, I need to do one draw call for each effect pass, so in my render queue I will have two times the object for each pass.
Apr
7
comment Optimize state changes within a render queue
Thanks for your response, it helped me think about my problem. Meanwhile I have found an interesting article about a method to sort a render queue. I think about implementing it but I have a lot more questions, so I edited my question with more details and the link to the article.
Nov
21
comment Incorrect frustum culling with center/half-size AABB
I'm sorry to haven't provided enough code. The code I added in my question is all what I wrote. Anything else is provided by XNA (Vector3, ...). To get the frustum plane I use a class called BoundingFrustum. Each frame I give the viewProj matrix to the BoundingFrustum and it computes the plane. I don't know how it computes plane and D.
Aug
5
comment Draw a 3D object at specific coordinates on the screen
Thanks for your response. But I don't understand your explanation about ray and position on the ray. I understand that a 3D point is converted in 2D screen point by doing World * View * Projection and doing the opposite will convert from 2D to 3D. I've tried to invert the WVP matrix and transform my 2D point, and set the 3D position to the matrix of my model. But it doesn't work. When I move my camera, my model moves but doesn't stay at the same position on the screen. I think i've missed something, probably what you try to explain about ray and "depth of monitor".
Feb
17
comment Which Side Was Hit?
Already answered here : gamedev.stackexchange.com/questions/9741/…
Feb
16
comment Resource not found: testdata/alphamap.png
It seems when you run your project you're running Slick tests. I'm not very good in Java; but i've created a new project in Eclipse, added the .jar of the Slick library in my Build Path and copy/paste some code coming from the tutorial. It works well. I'm not quite sure but did you use the .jar or did you copy the source code of Slick in your project? I think you're not using .jar in order to use Slick and this will explain why tests are launched. am I wrong?
Feb
16
comment Resource not found: testdata/alphamap.png
Can you post the piece of code where the exception occurred.
Feb
10
comment Is GLUT obsolete?
Sorry for the misunderstanding, i think i've badly written my previous comment. By giving a link to the FreeGlut web page i wasn't saying that FreeGlut is outdated. I wanted to show the section "Why?" of the article where the author was saying that GLUT latest version was released in 1998. FreeGlut isn't outdated and represents a better alternative to GLUT.
Feb
10
comment Is GLUT obsolete?
Here the release note of GLUT 3.7 dated of 7 may 1998 : freeware.sgi.com/Installable/glut-3.7.html. And here freeglut sourceforge webpage saying GLUT was abandonned in 1998 : freeglut.sourceforge.net
Feb
1
comment How can the Unreal Development Kit be used with Android?
Yes fragmentation is a major problem for them. And this problem leads to performance issues. I have find this interview with Tim Sweeney (sorry but it's in french, use google translate) : frandroid.com/actualites-generales/… . And this one with Mark Rein : 3dg.me/gamedev/udk/udk-eventually-will-get-android-support
Dec
8
comment How does networking in XNA work?
Yes you're right, i've forgotten it's for xbox, he can't uses lidgren.
Dec
7
comment XNA model texture from file
By searching google i find these links wich can help you : jamesewelch.com/2008/03/07/… and wiki.flightgear.org/Textures_%26_Texture_Maps_in_SketchUp
Dec
7
comment XNA model texture from file
To render a texture on a model, it had to have uv coordinate. Does your model comes from a graphics software? The easiest solution to do this is to use a graphics software such as 3DS Max, Maya or Blender. You will draw a model and then apply a texture to it. Then these software will give you a file containing all informations about your model. After you just have to add it to your project and load it.
Dec
6
comment Where can i find tutoral for Designing building in 3dsmax
What kind of building would you like to design? Skyscraper? Monument?
Nov
22
comment Determine corners of a specific plane in the frustum
Thanks, it works. One last thing, now i'm curious to know how to do the same with a camera looking anywhere.
Nov
22
comment XNA advanced rotation 3D
Finally CreateFromAxisAngle isn't the solution to your problem, I responded too quickly. If you want to rotate around a specific point p, first translate the view matrix of your model to -p, do the rotation and then translate to p.
Nov
21
comment Determine corners of a specific plane in the frustum
It works fine since my camera z position is at 0. But does it works if set my camera elsewhere? For exemple if my camera is at (0,0, -50) and the plane i'm looking for is at (0,0, 50). In this exemple, the Z component in tan(FOV/2) * Z has to be 50 (origin to plane) or 100 (camera z-position to plane)?
Nov
15
comment Determine corners of a specific plane in the frustum
When i compute tan(FOV/2) * Z, FOV has to be in radian or degrees?
Oct
10
comment XNA - Update vertices property stored in a VertexBuffer
I will use one buffer for all my cubes. But i don't know how to do it with my Cube class. Currently one instance haves an array of vertices and an array of indices (so i use only 4 vertices to create a face of the cube), and in my draw method i call GraphicsDevice.indices to set the indices array then GraphicsDevice.SetVertexBuffer and finally DrawIndexedPrimitives. Now if i use only one vertex buffer, i think i need to call SetVertexBuffer one time but how do i set indices and draw my cube? If all my vertices are in the same buffer how the Draw method will know from which vertex to begin?