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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)
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