Manoel Neto's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| How to load/instantiate models in background? | T3D's resource manager is synchronous: everything else must wait while a model or texture loads. Thi... read more | 10/11/2011 (9:43 am) |
| [BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED | I applied the fix to T3D 1.1 and it works. I tested Chinese text input, no crashes and everything wo... read more | 10/09/2011 (1:30 pm) |
| [BUG] T3D does not support unicode input [FIX INCLUDED] - LOGGED | @qimieyan: since the changes are based on T3D beta 2 and I don't know if they can conflict with T3D ... read more | 10/07/2011 (6:14 am) |
| Making T3D's PSSM shadows stop flickering [resource] | Anything that moves will cause shimmering because they are moving in the shadowmap texture. Static f... read more | 10/03/2011 (7:06 pm) |
| Making T3D's PSSM shadows stop flickering [resource] | Yeah... no. ToD will make the shadows flicker, there's no way around it. This is why there are barel... read more | 10/02/2011 (9:37 am) |
| anyone have ridable horse or anything animal? | @Richard: in your ridable class UpdatePos() function, you need to make sure to disable the collision... read more | 10/02/2011 (9:32 am) |
| AI kits and game performance... | Are you certain the AI is the performance bottleneck? Most of the time the biggest performance probl... read more | 09/20/2011 (3:29 pm) |
| Where is the deferred lighting? | How tessellated is the wall? Can you show a wireframe shot of it? This is the kind of situation w... read more | 07/03/2011 (7:28 am) |
| LOD for Shaders | You should try profiling this on target hardware, because I'm not sure you would have enough gains: ... read more | 07/03/2011 (7:28 am) |
| Where is the deferred lighting? | It would help a lot if you posted a screenshot of the problem, preferably in the world editor showin... read more | 07/02/2011 (3:10 pm) |
| ((Vista || Win7) && UAC && virtualization) && (T3D.exe || webPlugin) == pain | Ah, I had completely forgot the IE problems. In protected mode, IE runs in "low integrity&qu... read more | 07/01/2011 (11:53 am) |
| Where is the deferred lighting? | Sorry, you are confused about the definition of "deferred lighting". It has nothing to do ... read more | 07/01/2011 (11:41 am) |
| Source Control | You need the root Tools folder if you use the project generator batch files.... read more | 06/22/2011 (9:08 am) |
| Basic Lighting and Post Effects | SSAO requires a linear depth texture that is only generated in AL mode. It also generates an AO mask... read more | 06/20/2011 (10:37 am) |
| T3D performance vs TGE | The dynamic shaders for basic lighting are still too big for SM 2.0 cards like the GMA 950. These ca... read more | 05/26/2011 (12:43 pm) |
| Using FixedFunctioin material | The FF Material is incomplete, and you need to make lots of changes to get it to work. But even when... read more | 05/26/2011 (12:00 pm) |
| Windows 7 Security Permission issue | There are script functions that return paths to user folders. These can be useful to re-direct write... read more | 05/09/2011 (10:32 am) |
| Any Trick to using TorqueScript packages? | If you call activatePackage()/deactivatePackage() from inside a packaged function, the change will o... read more | 04/26/2011 (2:25 pm) |
| Removing client/server communication | @Leibang: Since there aren't any ghosts, the client-side thinks it's not controlling anything so it ... read more | 04/10/2011 (8:43 am) |
| What happened to OpenGL? | Just FYI: The PC version of Rage uses Direct3D. Carmak gave up on OpenGL in Windows. [quote]Can w... read more | 04/10/2011 (8:33 am) |
| how do I use object (instance) methods? | You can define custom methods for: 1) Existing classes; [code] function SimObject::speak(%this)... read more | 04/06/2011 (12:20 pm) |
| Custom Torque Engine | @Josh: modifying the shit out the engine *is* the best way to work with Torque. That's the entire re... read more | 04/06/2011 (12:01 pm) |
| databricked | There are two kinds of properties: "static" and "dynamic". The "static"... read more | 04/05/2011 (5:44 am) |
| databricked | I don't quite understand your code... but if you're trying to read a dynamic property called "p... read more | 04/04/2011 (7:54 pm) |
| FrameAllocator, FrameTemp and threads - LOGGED | BTW, I just confirmed this doesn't make the filesystem thread safe. The entire thing uses StrongRefP... read more | 04/04/2011 (11:36 am) |
| T3D 1.1 Beta 3 - bad GUI render on GFX devices without NPOT tex support [FIXED] - LOGGED | Alright, based on data I got from this amazing site: [url]http://www.kludx.com[/url], I found lots o... read more | 04/04/2011 (6:36 am) |
| T3D 1.1 Beta 3 - bad GUI render on GFX devices without NPOT tex support [FIXED] - LOGGED | Dude, what GPU is this you have that supports shaders but doesn't support NPOT textures? Could you r... read more | 04/04/2011 (6:09 am) |
| T3D 1.1 Beta 3 - Unit testing fails on first test, and second, and so on... | Just to clarify, the type of unit testing currently in T3D is only suitable for testing independent ... read more | 04/04/2011 (6:05 am) |
| [beta 3] Adding depth and stencil support to PostEffect [code] | This should expose the same control over depth and stencil clearing as the PostEffect offers for col... read more | 04/02/2011 (4:20 pm) |
| [beta 3] Adding depth and stencil support to PostEffect [code] | Yeah, I just checked the code again and it's not clearing. I saw the GFX->clear() call there and ... read more | 04/02/2011 (3:58 pm) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | That's how it came from the MLAA source code, but I agree it should be tweakable. While you're at... read more | 04/02/2011 (3:44 pm) |
| T3D 1.1 Final Wish Item - Texture Preload | My horrible hack was to set mGlobalBounds to true in the onAdd() callback of the objects I wanted to... read more | 04/01/2011 (2:36 pm) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | Yeah, for deferred it would be bad since the alpha-tested pass would be deferred-lit while the alpha... read more | 04/01/2011 (12:10 pm) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | AFAIK enabling "alpha to coverage" is very easy: check the GPU vendor ID and set a special... read more | 04/01/2011 (5:29 am) |
| FrameAllocator, FrameTemp and threads - LOGGED | [quote]Oh, haven't noticed on how the TempAlloc<> works, so yeah, this can be used at some pla... read more | 03/31/2011 (11:06 am) |
| FrameAllocator, FrameTemp and threads - LOGGED | TempAlloc<> does the same you did, but it's safer because it frees the memory when it goes out... read more | 03/31/2011 (10:58 am) |
| FrameAllocator, FrameTemp and threads - LOGGED | Yeah, FrameTemp<> can be replaced by TempAlloc<> without side-effects (the latter uses m... read more | 03/31/2011 (9:44 am) |
| Loop through a texture's pixels - a better way? | If I understand, you want to: - Place a water droplet into the buffer into an arbitrary position ... read more | 03/31/2011 (6:56 am) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | Getting it into 1.1 final was the plan all along anyway :) BTW, MSAA simply does nothing on alpha... read more | 03/31/2011 (5:45 am) |
| [bug 1.1a] Zones and Portals bugs - RESOLVED | After the core is in place, it should be possible to make the ambient light be constrained into each... read more | 03/30/2011 (12:15 pm) |
| Loop through a texture's pixels - a better way? | Sorry, if you need to do this (almost) every frame, you'll *need* to use shaders and never read the ... read more | 03/30/2011 (8:07 am) |
| T3D 1.1 Final Wish Item - Texture Preload | Yeah, I had to do hacks on this as well. It was quite distracting to have the game stutter at each n... read more | 03/30/2011 (7:52 am) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | AFAIK it's impossible for any post-processing AA to eliminate temporal shimmering: if the aliasing c... read more | 03/30/2011 (6:13 am) |
| Freezing the Sim | @Nicolas: it does. Schedules are driven by simulation time, and it causes all sorts of headaches whe... read more | 03/28/2011 (9:15 am) |
| prepRenderImage not called on SceneObject | Which typemasks are you applying to your object on the constructor?... read more | 03/28/2011 (9:09 am) |
| Source code for "Pratical Morphological Anti-Aliasing" is out | Well, I'm of the opinion that some AA is better than no AA. And this actually passes for (some) AA, ... read more | 03/28/2011 (5:34 am) |
| T3D 1.1 B3 Rock models showing black artifacts in Deathball Desert - CONFIRMED | Yeah, all my imposters have wrong lighting on them (usually dark or full black).... read more | 03/27/2011 (7:42 am) |
| Ground cover blending?? | Paint some alpha in the lower parts of your ground cover texture?... read more | 03/27/2011 (7:41 am) |
| Why would I use ScriptObject? | They're good to create "custom" objects that have no physical representation. It's the clo... read more | 03/27/2011 (7:39 am) |