| bio | website | |
|---|---|---|
| location | Munich, Germany | |
| age | 27 | |
| visits | member for | 5 months |
| seen | 3 hours ago | |
| stats | profile views | 24 |
Programmer at Realmforge Studios mostly doing engine and graphics programming.
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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. |
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Apr 30 |
answered | vertices, better to have more but draw a smaller area or less but expand a larger area |
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Apr 18 |
answered | Deferred decals normal problem |
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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. |
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Apr 17 |
answered | SDL Access Violation |
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Mar 15 |
answered | how can i improve this shader |
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Mar 8 |
answered | how to load normals for a model from texture2d? |
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Mar 6 |
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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. |
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Mar 5 |
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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? |
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Feb 27 |
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Strange rendering in Direct3D 10 It definitely looks like a transposed projection matrix. You could debug this using PIX. |
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Feb 27 |
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Strange rendering in Direct3D 10 You can specify a matrix packing when compiling the effect: D3DXSHADER Flags Perhaps the default did change. |
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Feb 27 |
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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. |
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Feb 27 |
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How to occlude lights in Unity3D? In Unity Pro, OcclusionCulling should handle lights too. |
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Feb 27 |
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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. |
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Feb 21 |
answered | Why is there such a problem to create realistic eyes in games? |
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Feb 17 |
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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. |
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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 |
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Feb 17 |
answered | Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal? |
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Jan 28 |
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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. |
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Jan 28 |
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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? |