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Alex Scarborough's Forum Posts

Thread Post Date Posted
Opengl Q & A / Faq TDN article is [url=http://tdn.garagegames.com/wiki/Torque/Rendering/General_OpenGL_FAQ]here[/url], ... read more 07/27/2006 (9:13 pm)
Shader Q&a/faq @Pat: I did say I would turn it into a TDN article eventually. Eventually can be tomorrow I guess. ... read more 07/27/2006 (6:43 pm)
Shader Q&a/faq @Mincetro: If you have any questions, ask them here. This is a two way deal. People ask questions,... read more 07/27/2006 (4:19 pm)
Shader Q&a/faq @Alexander: I will not be releasing any shader code for TGE for a variety of reasons that I'd rather... read more 07/27/2006 (12:49 pm)
Shader Q&a/faq [b]Q4: Can you show the same shader as a GLSL shader?[/b] [i]A4: Yes. Vertex Shader: [/i][code]... read more 07/27/2006 (11:04 am)
Shader Q&a/faq Here's a start. [b]Q1: What exactly is a shader?[/b] [i]A1: A shader can be best though of as a ... read more 07/27/2006 (11:04 am)
Opengl Q & A / Faq Sean H: I'll try and get a shader thread up sometime today. I can't claim to be an expert on the fi... read more 07/27/2006 (9:07 am)
Opengl Q & A / Faq Would it be more appropriate to say that DirectX is not a 3D graphics API? As stated, I'm no expert... read more 07/27/2006 (8:21 am)
TLK and Mac Universal Binaries Rob Sandbach was kind enough to test the executable on his MacBook Pro, and found a couple of merge ... read more 07/27/2006 (8:15 am)
Opengl Q & A / Faq @Tim/Mincetro: Thank you for your contributions. They have been added to the HTML doc available [ur... read more 07/27/2006 (1:14 am)
Opengl Q & A / Faq I considered it, but it's a book to pick up *after* you know OpenGL, not to *learn* OpenGL. I will ... read more 07/27/2006 (12:53 am)
Opengl Q & A / Faq [url=http://www.amazon.com/gp/product/0672326019/sr=8-1/qid=1153984567/ref=pd_bbs_1/103-6921685-4800... read more 07/27/2006 (12:22 am)
Opengl Q & A / Faq @Badguy: My issue with Intel cards is not the hardware, it is the drivers. Let me put this point bl... read more 07/26/2006 (12:21 pm)
Opengl Q & A / Faq @Badguy: If you like, I could say that intel cards have horrible support for the current version of ... read more 07/26/2006 (11:35 am)
Opengl Q & A / Faq @Tim: I actually have a blog post about how horrible ATI's OpenGL support is. I've been having my o... read more 07/26/2006 (9:57 am)
Opengl Q & A / Faq [b]Q4: Why would I NOT want to use OpenGL?[/b] [i]A4: OpenGL driver support can be poor on Windows ... read more 07/26/2006 (2:02 am)
TLK and Mac Universal Binaries Okay, I think I've got it, but if people could check it over for me before I release it as a resourc... read more 07/25/2006 (8:12 pm)
TLK and Mac Universal Binaries I believe a few things in the mac platform layer were changed for UB support, and I think there were... read more 07/24/2006 (6:42 pm)
Adding attributes You added attributes to the players [i]datablock[/i] but queried the actual [i]object[/i]. This sho... read more 07/21/2006 (12:58 am)
GL_EXT_vertex_buffer not supported [url=http://www.garagegames.com/mg/forums/result.thread.php?qt=45941]This[/url] should explain thing... read more 07/18/2006 (2:04 am)
OpenGL Functions On a side note, glBlendFuncSeparate is only supported on the Radeon 8500/GeForce FX 5200 and up, so ... read more 07/07/2006 (12:46 pm)
Tse Vs Tge + Tlk + Cg Going with Cg shaders in TGE is only good if you need rapid enhancements to graphical quality and ca... read more 07/06/2006 (1:33 pm)
Using hardware fog The problem with using hardware fog is you lose all support for TGE's custom fog bank stuff, which i... read more 06/25/2006 (2:33 pm)
Using Vertex Buffers [url]http://www.garagegames.com/mg/forums/result.thread.php?qt=46023[/url] - bit of discussion about... read more 06/23/2006 (12:50 pm)
Using Vertex Buffers Hmm, forgot to mention that the VooDoo series of cards is out. Among others. Just download [url=ht... read more 06/22/2006 (1:19 pm)
Using Vertex Buffers [quote]However, in doing this, it significantly decreases the "works out of the box" aspect of Torqu... read more 06/22/2006 (1:04 pm)
New TLK resources: DRL with Bloom and GuiObjectView @Allyn: All or your questioned are answered in detail in the [url=www.garagegames.com/index.php?sec=... read more 06/21/2006 (10:07 am)
Quick question regarding Client/Server IDs Server IDs. And yes, even on one computer, there are different client and server IDs.... read more 06/21/2006 (1:22 am)
Hefty framerate hit from numerous tsStatics & staticShapes If the DTS objects had good tri strips, then you won't gain much by specifying UseOneTriStrip. Also... read more 06/20/2006 (9:59 pm)
New terrain texture blending method (soon a resource) @Tim Holt: This is probably different for D3D, but in OpenGL you can count on having at least 16 tex... read more 06/17/2006 (11:27 pm)
Does Torque Engine supports bumb mapping? I'm not using those resources (every game I'm working on has multiplayer or multiplayer only). I ju... read more 06/17/2006 (11:36 am)
Does Torque Engine supports bumb mapping? Bumpmapping, parallax mapping, relief mapping oh my! [b]bumpmapping vs. parallax vs. relief[/b] ... read more 06/17/2006 (11:03 am)
Hefty framerate hit from numerous tsStatics & staticShapes @Orion: You're right, TSStatics are culled based on the view frustum. I missed that in my first gla... read more 06/16/2006 (12:35 pm)
Hefty framerate hit from numerous tsStatics & staticShapes The Torque rendering pipeline was not designed to handle that many objects. As such, there are a co... read more 06/15/2006 (6:36 pm)
EXT_vertex_buffer EXT_vertex_buffer is a crazy Torque specific extension that I think is mainly used to make the D3D r... read more 06/14/2006 (6:55 pm)
Which is your target OpenGL version? Extension checking with fallback support is the best way to go. Sure it's complex, but it gives you... read more 06/14/2006 (4:31 pm)
A Learning AI You might want to take a look at [url=http://rivit.cs.byu.edu/a3dg/publications/dinerstein_tog.pdf]t... read more 05/29/2006 (4:37 pm)
Multiple Collision Meshes, Not multiple collision details Torque vehicles only allow one active collision mesh due to the complexity of their collision detect... read more 05/26/2006 (10:10 pm)
Flash damage The damage color is hardcoded into the engine. Game.cc, in GameRenderFilters, around line 710 or so... read more 05/18/2006 (10:25 pm)
DRL Ingame Autoadjust? @Matt - There is a fix that allows DRL to work with the enhanced water resource in the DRL2.0 commen... read more 05/15/2006 (4:15 pm)
Plans for Intel Mac /Universal Torque binary SDK? The latest mac version of the SDK is a universal binary. @Timothy: Those games probably haven't b... read more 05/14/2006 (9:45 pm)
Too Bright I would suggest download the DRL2.0 resource, and then integrating [i]only[/i] the code in the synap... read more 05/14/2006 (2:50 pm)
Anyone Compiled TGB Beta 3 for Mac? Just a warning: GG ran this build through their usual testing procedure and informed me that some of... read more 05/13/2006 (9:41 am)
Anyone Compiled TGB Beta 3 for Mac? I compiled it and only got one error. To fix it, I changed line 563 of t2dSceneObject.h to [code] ... read more 05/11/2006 (7:41 am)
New TLK resources: DRL with Bloom and GuiObjectView @Michael Prewer - If you could send me you system information and also the OpenGL extensions list fr... read more 05/04/2006 (4:00 pm)
Quick Question - opening particle editor on the mac? @Ben - Press the apple/command key and F11 at the same time.... read more 05/02/2006 (5:19 pm)
WIP: Glow/bloom The way I'm handling the GLSL port is by giving each class its own InitShader function so I can load... read more 05/01/2006 (7:35 am)
TGE Upgrades Possible? [image]http://www.reallyreallygoodthings.com/screens/DRLTLKSHADERS11.jpg[/image] You can do that ... read more 04/30/2006 (6:17 pm)
Torque on Wikipedia Thanks for the link to the DRL resource! Unfortunately, only TLK owners can view it, which makes th... read more 04/25/2006 (7:51 pm)
Turning off shadows for individual shapes? In C++ there's a variable called mGenerateShadow that will toggle if dynamic shapes have shadows or ... read more 04/09/2006 (11:25 pm)