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bio website kolenda.me
location Warsaw, Poland
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visits member for 1 year, 9 months
seen Apr 17 at 16:35

Apr
2
comment Radiosity: Integrating Hemicubes
I think you shouldn't think of color but the energy. If you have a white wall in your room, that doesn't burn your skin with the reflected light, so what is the color of sun on the desert? OTOH if you say that sun is white, like (1,1,1), then your wall shouldn't be brighter than (0.1,0.1,0.1), which is in fact dark grey.
Mar
26
comment Radiosity: Integrating Hemicubes
That's what I said - black pixels doesn't contribute directly to the result, but each black pixel means the 'lack' of white pixel at this point. So the more blacks you have - the smaller is the result. Maybe you should try to use floats and make the 'sun' much brighter?
Mar
25
comment Why am I getting the wrong color with alpha blend enabled?
I'm glad you managed it. And never forget about your normals, even if you render pseudo-2D things like lines or fonts :) .
Mar
25
comment Why am I getting the wrong color with alpha blend enabled?
What do you mean by drawing solid color with alpha blending? I don't get it. And what are the colors and normals of your line ends? I think the problem might be here.
Mar
25
comment Why am I getting the wrong color with alpha blend enabled?
Try this msdn.microsoft.com/en-us/library/windows/desktop/… and use D3DBLEND_INVSRCCOLOR for D3DRS_DESTBLEND.
Mar
24
comment Why am I getting the wrong color with alpha blend enabled?
I may be wrong, but when you set up the same value for SRC and DST blend you end up blending the same value, so it doesn't work as you want. Did you try different values?
Mar
24
comment Radiosity: Integrating Hemicubes
According to small amount of light in your pictures I think it's OK. If you put a 90 deg FOV camera on the left wall, pointing at window then the window could be about 1/10 of entire image. This alone gives you 1 bright pixel per 10 dark ones on your hemicube. Secondly, you get light only for front faces, which is 1/3 of entire hemicube (I know front face has more influence but still...). You're also doing just one light bounce - if you run the same few times, then more light should bleed through your scene.
Mar
19
answered How do I get my polygons to be lighted by either side?
Mar
18
comment Infinite terrain techiniques
For infinite worlds please keep in mind one thing. When you start your game at the world origin the float precision of all your vectors will be quite big, but when you move 100s or 1000s of units away then your precision will drop significantly. At some point the loss of precision is so big that your entire world starts to jitter - in such case you should translate your entire world closer to the origin.
Mar
6
comment Use quaterions to move the camera direction according to mouse movement
Try to normalize your quaternions after each multiplication.
Mar
4
answered Calculating adjacent quads on a quad sphere
Mar
4
awarded  Commentator
Mar
4
comment Unity3d: Lines in Android build
I'm not 100% sure but I heard there're some problems with dynamic lightmap support on Android. Disabling lightmaps should fix it. This is the reason why most of Unity/Android games uses simple projection of circle shadows for movables.
Mar
3
awarded  Revival
Mar
3
comment Arcball 3D camera
I think you're overcomplicating things a bit. You may check those answers: gamedev.stackexchange.com/questions/26007/… stackoverflow.com/questions/21603412/…
Mar
3
answered Smooth Camera Offsets
Mar
3
comment How to make the background of an OpenGL object transparent?
Will you get the same if you disable some of your mesh renderings?
Mar
3
answered Recommend a way to draw thousands of particles (liquid) per frame in Unity3d
Feb
24
comment Voxel Lighting in Unity3D
If you want so many lights, then you could look at "deferred shading", en.wikipedia.org/wiki/Deferred_shading - it doesn't limit you so much with the number of lights. And it's supported by Unity.
Jul
25
awarded  Yearling