846 reputation
10
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location Munich, Germany
age 27
visits member for 5 months
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Programmer at Realmforge Studios mostly doing engine and graphics programming.


Apr
30
comment Has piracy ever resulted in a developer getting shut down?
I don't think this question can be answered, as it is only speculation how many of the pirated copies are actually lost sales. I am certain there are developers that could have survived with the extra sales but it is impossible to proof really.
Apr
30
answered vertices, better to have more but draw a smaller area or less but expand a larger area
Apr
18
answered Deferred decals normal problem
Apr
18
comment Render just the pixel under mouse cursor in DirectX
Using an off center projection matrix combined with a smaller viewport is a valid way to achive what you want and may result in a higher peformance as non-visible geometry gets clipped before the fragment shader is executed but scissor rects are far simpler to use.
Apr
17
answered SDL Access Violation
Mar
15
answered how can i improve this shader
Mar
8
answered how to load normals for a model from texture2d?
Mar
6
comment How to implement collision detection of portals?
As far as I know they explain some of the stuff in the developer commentary of Portal 1.
Mar
5
comment How to occlude lights in Unity3D?
If the light volume is occluded the light may not influence any pixels on the screen. I didn't work with unity that much but it would be very strange if light volumes were excluded from occlusion culling. How do you determine that lights are not culled?
Feb
27
comment Strange rendering in Direct3D 10
It definitely looks like a transposed projection matrix. You could debug this using PIX.
Feb
27
comment Strange rendering in Direct3D 10
You can specify a matrix packing when compiling the effect: D3DXSHADER Flags Perhaps the default did change.
Feb
27
comment Strange rendering in Direct3D 10
Could be the wrong matrix order, eg passing row major when the shader expects column major or vice vesa. Try if swapping the order of the operants in your mul() calls fixes this.
Feb
27
comment How to occlude lights in Unity3D?
In Unity Pro, OcclusionCulling should handle lights too.
Feb
27
comment How to occlude lights in Unity3D?
You can check if the camera frustum and the lights frustum intersect, but I expect unity is already doing this.
Feb
21
answered Why is there such a problem to create realistic eyes in games?
Feb
17
comment Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?
Added some additional information regarding vsync.
Feb
17
revised Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?
added 598 characters in body
Feb
17
answered Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?
Jan
28
comment How to do perspective projection “parallax” but without changing the scale or offset of objects?
If I understood it correctly, your way of scaling should be fine. A position change should not be required but you have to choose the correct scaling origin, probably screen center in up/down direction and object center in left right direction, depending on your setup.
Jan
28
comment How to do perspective projection “parallax” but without changing the scale or offset of objects?
I'm still not entirely sure what the problem is. You want to know the size and position of a xy plane that fills a specific screen area for a given depth value?