Azaezel's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Deferred Shading | Slight timing miscommunication. Stand by.... read more | 08/29/2014 (4:02 pm) |
| Something that just leaving | If you or someone you love is being held captive, slip the words gazebo and cockle into the next pos... read more | 08/28/2014 (2:45 am) |
| Deferred Shading | Prior [url]http://i.imgur.com/Eun0yaq.jpg[/url] Current [url]http://imgur.com/k0H89iV,BF06SuW[/ur... read more | 08/27/2014 (5:00 pm) |
| Destroyable Objects in latest T3D Binary [3.0] | well, there's: [code] datablock RigidShapeData(railing_destructable) { classname = "dest... read more | 08/27/2014 (3:07 pm) |
| Destroyable Objects in latest T3D Binary [3.0] | shapebase::blowup() was exposed to script again a bit back (wanna say 3.5?) by Daniel Buckmaster. ... read more | 08/27/2014 (2:51 pm) |
| Friday... | [image]http://simplysamkele.files.wordpress.com/2014/03/friday.jpg[/image]... read more | 08/22/2014 (12:03 pm) |
| Deferred Shading | Luis asked me to wait a week or so on the port there, so not yet, but definitely still planning on i... read more | 08/22/2014 (12:00 pm) |
| Deferred Shading | no additional dependencies.... read more | 08/21/2014 (9:21 pm) |
| Deferred Shading | [url]https://github.com/Azaezel/Torque3D/tree/Deferred_Shading2[/url] clean branch compatible with t... read more | 08/21/2014 (8:33 pm) |
| Deferred Shading | 1) reverted. 2) [url]https://github.com/GarageGames/Torque3D/pull/710[/url] with the noted adjustme... read more | 08/15/2014 (11:18 pm) |
| Deferred Shading | I'll just leave this here: [url]http://i.imgur.com/uJwNSRV.png[/url] Thanks for the assist Haladr... read more | 08/13/2014 (8:09 pm) |
| Reflection Rendering Bug (GF 600 Series Only?) | Fix tested and verified, and I agree with the github comment. o_0... read more | 08/03/2014 (8:00 am) |
| Entity/Component System R&D Discussion | Perhaps then a good starting point for testing interop would be the projectile subsystem, since it's... read more | 07/25/2014 (3:48 pm) |
| Entity/Component System R&D Discussion | Pragmatic query using the same example: 1) How do you envision VelocityInterface interacting with... read more | 07/25/2014 (3:28 pm) |
| Cubemap Mip Maps | Could be. failing that, I'd crosscheck the code, see if you're running afoul of anything that might ... read more | 07/22/2014 (8:43 pm) |
| Cubemap Mip Maps | [url=https://github.com/GarageGames/Torque3D/blob/8142a3e9645e881cd8e21434809289855e57a0b4/Engine/so... read more | 07/22/2014 (8:33 pm) |
| Reflection Rendering Bug (GF 600 Series Only?) | I AM INFORMED I AM VERY WRONG. DO NOT DO THIS. (But keeping it around so folks don't make the same m... read more | 07/17/2014 (7:51 pm) |
| 3Dc/BC5 support | @scot: What in particular are you trying to do with em? Know for myself, I've used things like .1 sc... read more | 07/17/2014 (6:16 pm) |
| Reflection Rendering Bug (GF 600 Series Only?) | Notes: A single waterplane or waterblock in the empty room mission is sufficient to reproduce the e... read more | 07/16/2014 (11:13 pm) |
| Torque 3D crashes on users pcs | Any additional data your users passed along as far as what in particular was crashing them out?... read more | 07/16/2014 (6:58 pm) |
| Sahara for Torque 3D MIT 3.5.1... | [url]http://i.imgur.com/2AlQVag.jpg[/url] Clarify intent behind direction? Other than that, sweet ex... read more | 07/15/2014 (11:35 pm) |
| Reflection Rendering Bug (GF 600 Series Only?) | Ok, in the usual vein of 'teach a man to fish', further testing this end: [url]https://github.com/G... read more | 07/15/2014 (1:09 pm) |
| Humor Post: I can't believe Torque doesn't have a "MAKE MY GAME" button! | Shhh. Daddy's working. (Seriously though, you'd likely be astonished how much gets kicked around dai... read more | 07/15/2014 (9:55 am) |
| Reflection Rendering Bug (GF 600 Series Only?) | Haven't spent a whole lot of time looking this one on over, but since it's related to stuff I'm poki... read more | 07/14/2014 (11:17 pm) |
| Deferred Shading | Late so I'll keep it brief. [quote] From what I'm reading what you have done and looks as if the o... read more | 07/12/2014 (11:26 pm) |
| Physically Based Rendering | [quote][url]http://www.garagegames.com/community/blogs/view/22764[/url] is a good starting point for... read more | 07/12/2014 (11:12 pm) |
| Physically Based Rendering | Pierre: While there's still quite a few concerns about the performance hit, you're more than welcome... read more | 07/12/2014 (8:17 pm) |
| Physically Based Rendering | They advised sticking with the blinn-phong variant, given that and cook-torrence give yet more varia... read more | 07/10/2014 (11:09 pm) |
| Physically Based Rendering | @Pierre: finishing up [url]http://www.garagegames.com/community/forums/viewthread/137917[/url] first... read more | 07/09/2014 (5:35 pm) |
| Physically Based Rendering | Should note having talked with the guys at marmoset a bit, we're likely to go with the metalness app... read more | 07/09/2014 (4:44 pm) |
| Deferred Shading | To wrap up my end for the week, bit of good news/bad news: Good news- Multi-Layered materials ar... read more | 07/05/2014 (8:58 am) |
| Deferred Shading | The research assistance would be appreciated, since we're also trying to track down some nasty artif... read more | 07/04/2014 (6:34 pm) |
| Deferred Shading | @Timmy: mind elaborating on how that red-channel bit works? reading over [url]https://github.com/Ga... read more | 07/04/2014 (5:39 pm) |
| Deferred Shading | @Timmy: DXT5nm parralax is one of those that does crop up quite frequently as a trouble area for fol... read more | 07/02/2014 (10:29 pm) |
| Deferred Shading | Ok, cubemaps of all forms should be knocked out for review. List is: sykybox, scattersky, material-r... read more | 07/01/2014 (9:10 pm) |
| Deferred Shading | @Felix: yes and no. It's fairly premature to talk about PBR before we've laid the groundwork for tha... read more | 06/29/2014 (8:29 pm) |
| Deferred Shading | @Ivan: (Still trying to keep this high level enough for those unfamiliar with the systems) Prese... read more | 06/24/2014 (10:11 am) |
| Healing System and Throw Object? | couple examples there off the top of my head. 1) \Templates\Full\game\scripts\server\proximityMin... read more | 06/23/2014 (8:24 am) |
| Generic Object Mounting | [image]http://www.lookpictures.net/photos/registered_photos/1545-its-beautiful-pictures.jpg[/image]... read more | 06/20/2014 (8:41 am) |
| Physically Based Rendering | @Kory: sort of. It's a head-fake any way you slice it, but that particular subsystem does do up scen... read more | 06/17/2014 (11:22 am) |
| Physically Based Rendering | @pierre: Aside from the re-link of the already posted url, useful info. Thanks. [quote]Base PBR i... read more | 06/17/2014 (9:53 am) |
| BUG: sun/light flares show through objects,with videos to show the bug. | Not much to add to Andrews findings, except that the specific case for your hand not occluding is co... read more | 06/16/2014 (8:05 pm) |
| Unit Tests | I'd go for a stepwise merge mself. lets folks get a practical how-to example when it comes to portin... read more | 06/16/2014 (3:49 pm) |
| Physically Based Rendering | Short answer: We got to work on prototyping and practical R&D. I'll leave it at that for now... read more | 06/16/2014 (3:37 pm) |
| Physically Based Rendering | [quote]Hopefully this provides an ideal of what maybe required to be added to Torque3D as PBR is dev... read more | 06/11/2014 (4:21 pm) |
| Physically Based Rendering | @pierre: Since it seems you've read the book a few times, wanna go ahead and cook up a comparison ch... read more | 06/11/2014 (12:10 pm) |
| Getting the albedo before the diffuse pass. | [quote]From my examinations, it seems the engine first calculates light and bakes that to the lightI... read more | 06/11/2014 (12:10 am) |
| Getting the albedo before the diffuse pass. | [quote]From my examinations, it seems the engine first calculates light and bakes that to the lightI... read more | 06/10/2014 (5:04 pm) |
| DirectX 11 - Status | I *think* so, but honestly not sure. Only one way to find out if that'll be all you need to do to sh... read more | 06/10/2014 (10:12 am) |
| Getting the albedo before the diffuse pass. | This is a vague remembrance from an experiment with the outline shader, and re-ordering it so it was... read more | 06/10/2014 (9:47 am) |