Brian Richardson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Spline Road Material Problems | You've definitely got some memory corruption if setting the cull mode avoids a crash. Having the cu... read more | 02/11/2009 (12:04 pm) |
| Spline Road Material Problems | D'oh. After taking another look at your second code snippet: [code] while(mEdgeMaterial->set... read more | 02/10/2009 (11:28 pm) |
| Advice appreciated: RenderTargets and Device Reset. | It's hard to tell from the snippet. Try running this with the DirectX debug runtime enabled. I bet... read more | 02/10/2009 (11:14 pm) |
| PIX and 1.8 | Normally when this happens, PIX will ask you if you want to re-run the experiment and pause executio... read more | 02/10/2009 (3:19 pm) |
| Spline Road Material Problems | Cool, I'm glad you found it! As a general rule of thumb, if I ever say "it can't be that"... read more | 02/10/2009 (10:17 am) |
| Spline Road Material Problems | I'm with Jamie, I'd look really close at your geometry generation. Whenever I've had glitches like ... read more | 02/09/2009 (2:50 pm) |
| How can you update the specular color dynamically? | Hopefully, this is just a mistype! There's no specularColor property, it's just specular[0] = "your... read more | 10/03/2008 (4:24 pm) |
| Dynamically creating materials creates thousands of files | I don't think you'll run into any problems resetting it. In 1.8, we generate the filename based on ... read more | 10/03/2008 (4:21 pm) |
| Getting an inconsistancy with mRadToDeg | @Wesley: I'm just trying to figure out which numbers in your example are coming out wrong. Based... read more | 10/02/2008 (10:43 am) |
| Getting an inconsistancy with mRadToDeg | Maybe you're getting some number mixed up? I wrote this real quick: [code] function testStuff()... read more | 10/01/2008 (3:49 pm) |
| Gathering a Depth Map? | Change this: [code] GFXTexHandle depthTexHandle = GFXTexHandle(resolution.x, resolution.y, GFXFo... read more | 08/10/2008 (6:18 pm) |
| TGEA 1.7.1 Bugs: Atlas MatInstance unload error | I think Rene is right about the dtor ordering issue. A couple of notes: AtlasLightingPlugin shou... read more | 08/10/2008 (2:10 pm) |
| Material file with normal map corrupts lightmapping | It looks like it's screwing up on geometry boundaries. (Impossible to know without a wireframe view... read more | 08/05/2008 (8:22 pm) |
| Gathering a Depth Map? | Like Matt said, you can get the depth info. You need to add support for RIT_Objects to your depth m... read more | 08/04/2008 (3:26 pm) |
| Compiling TGEA with DirectX 9? | @Tom: Word! ;) In 1.7 there are some hard references to the device types which would make that a... read more | 07/31/2008 (9:37 am) |
| Compiling TGEA with DirectX 9? | I haven't played with 1.7 ish engines in a little while. But the vague story is this: One of the D... read more | 07/30/2008 (4:42 pm) |
| DynamicLightSecondary? | Without really seeing it, I would guess that: 1. The objToTangentSpace matrix may not be right, ... read more | 07/14/2008 (3:03 pm) |
| DynamicLightSecondary? | Ahh yeah, I ran into that a while ago working on some other terrain shaders. Since the default terr... read more | 07/07/2008 (11:30 am) |
| DynamicLightSecondary? | What does your material definition look like? Have you checked this TDN article out? http://tdn.ga... read more | 07/06/2008 (7:50 pm) |
| TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() | D'oh! I mis-read your initial post. I think a similar (possibly the same?) change was made to buil... read more | 06/16/2008 (12:06 pm) |
| TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() | The patch should be a permanent fix. Basically, this makes the projectile code use the same LOD sel... read more | 06/16/2008 (10:15 am) |
| TGEA 1.7 Possible Bug: Projectiles and selectCurrentDetail() | Here's a patch for the projectiles: [code] Index: projectile.cpp ==============================... read more | 06/11/2008 (10:51 am) |
| TGEA 1.7.0 Beta 2 Bug - backwards sorting of tranparent elements | @Jeff: Yeah, I think you're right. We should probably the distance we're calculating from the sc... read more | 06/11/2008 (10:43 am) |
| TGEA 1.7] Issue with lighting of static shape (bug?) | The screenshots in your last plan look great! There are a few things that could be wrong: 1. ... read more | 05/30/2008 (4:19 pm) |
| Bad fog on scaled objects | IN.position is the raw vertex data coming from the DTS shape. It isn't scaled on the CPU side. If ... read more | 04/01/2008 (10:16 am) |
| Bad fog on scaled objects | The IN.pos should be pre-scaled as well, because scale is applied with the modelview matrix. So the... read more | 03/31/2008 (11:57 am) |
| Bad fog on scaled objects | The fog calculation needs the position of the eye in a "funny" coordinate system. It wants it in th... read more | 03/31/2008 (9:17 am) |
| TSE Anti aliasing option | Kim, You need to make sure to create your depth buffer with the same FSAA settings as your backbu... read more | 03/17/2008 (4:50 pm) |
| CastRay in Opposite Direction | It'd be better use the camera transform to multiply against a "backward" vector. That way you'll ta... read more | 03/05/2008 (8:46 am) |
| White line at the top of translucent materials? | @Dave: What does your material look like? Have you tried disabling some features in it to narrow... read more | 01/17/2008 (9:35 am) |
| Custom Shader performance... | It actually depends, switching shaders is one (or the) most expensive state changes you can do. So ... read more | 12/20/2007 (9:16 am) |
| PlanarReflection crashes TGEA? | I really quickly tried this and it looks like there is an issue if all of the surfaces on an interio... read more | 12/06/2007 (8:48 am) |
| DX10 (Direct X 10) | I want geometry shaders! ;) Although, apparently you can simulate this on SM3.0 with "Histopyrami... read more | 11/29/2007 (8:27 pm) |
| How to protect *hlsl files | Something else to consider is just to precompile your hlsl files to assembly and ship with those. W... read more | 11/18/2007 (12:25 pm) |
| Interiors on the Fly | Jason, Try using a ConsoleMethod instead of a console function, then the obj is already resolved ... read more | 11/16/2007 (8:49 am) |
| Interiors on the Fly | Jason, There are two routes to go here: Create a new method that is exposed to script on the s... read more | 11/13/2007 (9:39 am) |
| Bad fog on scaled objects | Here's an implementation of MatrixF::getScale you can add: inline Point3F MatrixF::getScale() con... read more | 11/09/2007 (10:16 am) |
| Bad fog on scaled objects | Hey Jeff, We found some lighting artifacts with the fix above. Here's the fix we came up with he... read more | 11/08/2007 (3:59 pm) |
| ATLAS] Blended Terrains - Crashing during Mission lighting | Jesse, Can you send me a your terrain? I tested it against a couple of different ones, but there... read more | 11/04/2007 (5:11 pm) |