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Software Developer.


Aug
6
comment Smooth decelerate, interpolation?
Thanks for this.
Aug
6
comment Smooth decelerate, interpolation?
OK I finished my implementation (it's a virtual surface that pans and "bounces", kind-of like a mobile phone or slate surface) and it works great. Prefer the powf function to sqrt however. Thanks a lot.
Aug
6
comment Smooth decelerate, interpolation?
Thanks. Do you mean multiply subtract (decelerate) by sqrtf(t) * velocity?
Apr
11
comment Bilinear filter in repeating texture, HLSL
If I do that I'll lose texture repeat, surely? To be clear, I want repeating textures, but I don't want filtering over the edges.
Mar
7
comment Shimmering, scrolling/panning a texture
Thanks Gregory. I don't have mipmaps and there would be some complexity involved in creating them. One thing I did notice is that because I was using random noise (unstructured), the eye had nothing to track when the screen scrolled. When I changed it to Perlin noise, even at quite high frequency, the scrolling looked perfectly smooth. So I think I might have discovered a psychological effect as well as a compute graphics one. My actual data will be semi-structured, i.e. there will be features in it, so I'm optimistic I won't need mips.
Mar
6
comment Shimmering, scrolling/panning a texture
The luminance texture is sampled with linear, which is fine as the palette is sampled POINT. It shimmers regardless as I've tried it every which way. The issue I think is the sub-pixel shift during the scroll. What I want is a nice smooth scrolling/panning surface. I'm thinking perhaps I should generate some geometry (2 quads) and move those instead of shifting texture coordinates, swapping them over when one scrolls off screen. But I hoped there might be a filtering technique to help with the scrolling as this is the simpler method.
Feb
18
comment Repeat or wrap texture (DirectX 9)
OK, not sure whether to delete this question as unbelievably stupid or ask you to add that as the answer so I can give it a cookie. It now works as I changed it to 0. I need to pay attention to what I copy and paste from the internet :p. Thanks János
Feb
18
comment Repeat or wrap texture (DirectX 9)
In the vertex shader? No, the only place the sampler is used is in the pixel shader. I think I see what you're getting at here... that's for vertex texture fetch isn't it. Hmmmm...
Aug
2
comment Will there be any more books in the Game Programming Gems series?
So much of this stuff became GPU Gems, didn't it? I love these books and have a huge stack of them at home.
Feb
10
comment FFMPEG Opengl video rendering
Have you looked at gStreamer libraries at all? I use them at work for video streaming/pipeline work. Take some getting the hang of, but they're quite comprehensive (use FFMPEG in places too).
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
Didn't actually know this existed. I'll look at it. Thanks :)
Feb
8
comment OpenGL, fetching the names of all uniform blocks in your program
I wasn't do it so it was faster Nicol, just because I thought it was more "correct" to enumerate them, rather than trying each one and failing if it wasn't there. Anyway, thanks very much for this.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Ok, I'll spend tomorrow playing around with those ideas. Seems some things are back to front in the pixel shader.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I will give that a go Archy. So you would finger the fragment shader as the culprit then? I've been through the vertex shader 100 times and think it's pretty tight. Fragment shader is a different matter.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
In my light class I throw an exception if ConeMin > ConeMax or attenuationMin > attenuationMax.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I tried it a different way, transforming the light position and the light "look at" point into view space before then making the vector. Same result. Light follows the camera around the room :(.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
Yes, the TransformNormal function takes a non-const reference and modifies the reference. It also returns the reference for ease of use. The minus sign is superfluous indeed. Not sure how that happened.
Dec
11
comment Light following me around the room. Something is wrong with my shader!
I guess I need to add a framework for visualising normals, light cones and so on, otherwise this is going to be hell to fix!
Dec
11
comment Light following me around the room. Something is wrong with my shader!
The Fragment_Light thing was an error in my editing. Transform normal simply does a matrix multiply, providing a 0.0 for the w component in the supplied vector, rather than a 1.0. All my other matrix/vector stuff is OK I think - I have unit tests to test it against the glm:: library and outputs are the same (I wrote my own math library just... because!).