| bio | website | alariq.livejournal.com |
|---|---|---|
| location | Kiev, Ukraine | |
| age | ||
| visits | member for | 1 year, 3 months |
| seen | Mar 23 at 14:18 | |
| stats | profile views | 5 |
:-)
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Apr 20 |
awarded | Revival |
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Mar 6 |
comment |
How to edit specific mipmap images in a DDS? As I mentioned, I did not know your skills, so if you are not a programmer, then my recommendation with "lock" is actually not usefull, sorry. |
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Jan 31 |
comment |
Sampling from depth texture causes shader to stop working Be sure to correctly setup your depth texture (e.g. min/mag filters), so no mip map generation needed. The thing is that default value for GL_TEXTURE_MIN_FILTER** is **GL_NEAREST_MIPMAP_LINEAR, so texture needs mipmaps to be generated. I use format/int format: GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, type: GL_FLOAT, min/mag filters: GL_NEAREST, GL_NEAREST. Hope this helps |
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Jan 31 |
comment |
How to edit specific mipmap images in a DDS? It depends what are you trying to do and what skills you posess. If you are a programmer, you can just load DDS image. Then lock specific mip-layer, update it(e.g. copy something over it, or modify pixels arbitrarily), unlock, save. |
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Jan 9 |
answered | How can I cleanly and elegantly handle data and dependancies between classes |
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Jan 7 |
answered | Pixel-perfect rendering to a rendertarget with a fullscreen quad |
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Jan 6 |
answered | GPU particle system using vertex texture fetch in Direct3D9 |
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Jan 5 |
answered | Multipule VBO in Opengl |
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Jan 5 |
awarded | Supporter |
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Jan 5 |
awarded | Teacher |
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Jan 5 |
answered | Diffuse light direction |
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Sep 21 |
comment |
Drawing multiple Textures as tilemap you say that second call draws only objects and every other tile becomes black. where your object drawing code gets it's ypos & xpos from? do you draw object tiles only at specific positions where you have your objects ? if you want your objects to stamp on the map then you probably need alpha channel for your object tiles and enable blending. please give more info. Thanks |