Pat Wilson's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| Future of Rokkitball (et al)? | Rokkitball is not an asset under the jurisdiction of the Torque team, nor would it be a candidate fo... read more | 11/16/2010 (8:34 pm) |
| Shouldn't the first-person weapon be rendered last? | Disappointing. When something obscures a significant portion of the screen, draw it *first* to p... read more | 10/02/2010 (4:48 am) |
| Torque for the PS3 and handheld? | That is the wrong board.... read more | 09/30/2010 (4:31 pm) |
| Z-Fighting when more than 1000 units from origin | Are F32s precise enough to go out to 10k distance? A 32-bit float is a sign bit, 8 bits of exponent,... read more | 09/21/2010 (5:12 pm) |
| Quit() Causing Crash in Beta2 | It is a dumb question. The error is: [quote] HEAP[game_DEBUG.exe]: HEAP: Free Heap block 7c21e60 m... read more | 09/05/2010 (2:11 pm) |
| Quit() Causing Crash in Beta2 | Considering the sweeping changes to the scripting system in between Beta 1 and Beta 2, it is not sur... read more | 09/02/2010 (3:47 pm) |
| problem appears in connection with mySQL | Your bug is that you are making SQL queries from the client. Fix that bug first.... read more | 08/31/2010 (11:29 pm) |
| Terms of Service update | [quote] if you don't want someone to use something belonging to you, do not post it on the Internet... read more | 08/16/2010 (4:59 pm) |
| Writing an iterator - lists of 1 element? | list->end() != list->last() If list is (for example) at base = new int[1], I think end() sh... read more | 08/06/2010 (5:49 pm) |
| Where is lightinfoUncondition defined? | It is very likely that that particular function will not change. The conditioners are used most in t... read more | 07/30/2010 (4:19 pm) |
| Where is lightinfoUncondition defined? | It's located in autogenConditioners.h but it will not be named 'lightinfoUncondition' in that file, ... read more | 07/29/2010 (3:46 pm) |
| Asynchronous MySQL++ for T3D ? | Your MMO client talks directly to the database server?... read more | 07/27/2010 (9:31 pm) |
| OpenTNL - status and 64 bit support | Development of TNL has been continued by its original authors and can be found at [url]http://github... read more | 07/15/2010 (4:30 pm) |
| How to make tone/lightmapped materials affected by light in BL | Yep that will happen. There are only projected shadows, in Basic Lighting, and doing a projected sha... read more | 07/09/2010 (10:07 am) |
| Torque 3D Status - 6/30/2010 | If you need to ask weather or not a "ray cast" is standard engine functionality, you shoul... read more | 07/08/2010 (2:40 pm) |
| How to make tone/lightmapped materials affected by light in BL | The T3D deferred rendering technique is actually "Pre-pass lighting." The renderer was wri... read more | 07/06/2010 (2:57 pm) |
| How to make tone/lightmapped materials affected by light in BL | When drawing, normally, you are rendering to a single target. You output one pixel color, and it get... read more | 07/06/2010 (1:43 pm) |
| How to make tone/lightmapped materials affected by light in BL | Well for AL, you need two full-screen buffers to store the depth and normal for each pixel, and the ... read more | 07/06/2010 (10:17 am) |
| How to make tone/lightmapped materials affected by light in BL | It worked without any modifications? Hot damn. I can fix ShaderGen without even trying the code in a... read more | 07/06/2010 (9:49 am) |
| How to make tone/lightmapped materials affected by light in BL | Relevant Background information: Advanced Lighting will (optionally) pre-populate the contents of t... read more | 07/05/2010 (3:40 pm) |
| Next Code drop ? using current is getting counter productive. | [quote] I'm sorry James but if a Beta product being delayed by a month or so means you don't get an... read more | 07/01/2010 (9:14 am) |
| Swizzle() and bitmapConvertRGB_to_RGBX_c() and load times. | Edward, These two functions solve two different problems: 1. Swizzle (anything) adjusts the byte... read more | 06/29/2010 (2:33 pm) |
| T3D documentation holes? | If you had Googled "tone map" you would have seen it's not pure-light specific. If you wer... read more | 06/27/2010 (7:02 am) |
| T3D documentation holes? | [url=http://lmgtfy.com/?q=tone+map]Tone Map[/url]... read more | 06/25/2010 (7:56 am) |
| Two sided alpha transparency materials - LOGGED | There's some cool code if you do a search for "interlaced normals". This will only work un... read more | 06/21/2010 (10:43 am) |
| VectorF and Point3F? | Why not call it 3-float-tuple, or better yet, make a template class called n-tuple, and then typedef... read more | 06/11/2010 (8:06 am) |
| Basic Lightning vs. Advanced Lighting | Your #1 profiler issue is the physics updating. To reduce the time spent inside this method, hav... read more | 06/08/2010 (10:07 pm) |
| Basic Lightning vs. Advanced Lighting | [quote]using the include preprocessor directive combines the shader code from these files during com... read more | 06/08/2010 (10:39 am) |
| T3d 1.1 beta 2 (and 1) Dx5_NM == No SpecMap [w/FIX] - RESOLVED | This is one of the most awesome things I've seen in a while. Someone get this bug fix integrated, st... read more | 05/28/2010 (9:26 am) |
| Shouldn't SwapBuffers be fast? | Empty room has nothing to do with it. It's deferred lighting. Change your resolution. If the framera... read more | 04/07/2010 (8:24 am) |
| Reducing draw calls / increasing performance | Take a look at the parameters: cellIndex, cellLayout, cellSize, and bumpAtlas on Material.... read more | 04/04/2010 (1:07 pm) |
| Torque3D...ATI HD5750 vs GeForce GTS 250 ????? | Any video capture will be slow due to the need to copy each frame from the GPU, to the CPU. The best... read more | 04/01/2010 (12:52 pm) |
| OpenTNL Status? | http://github.com/nardo/tnl2... read more | 03/30/2010 (2:09 pm) |
| OpenXDK?? Holy! | If you are interested in licensing Torque3D for the Xbox360, and you are a licensed Xbox360 develope... read more | 03/26/2010 (10:17 am) |
| Use of HLSL | Use the 'CustomMaterial' class. It is used extensively in the script base, just do a search.... read more | 03/24/2010 (1:19 pm) |
| over the shoulder camp(GOW) is it possible in script or alter source? | Make a model with an eye-node over the shoulder. ... read more | 03/18/2010 (7:22 pm) |
| I <3 delegates! | Manoel, Check out the MatrixSet class if you want to see some wild-and-crazy delegate action ;)... read more | 03/10/2010 (11:43 am) |
| Gamepad/Xbox controller in T3D? | 1. Yes. 2. No. Plug in a 360 controller, and ensure that you have made a script call to "ac... read more | 02/17/2010 (3:36 pm) |
| HiFi and std gameProcessLists | Adam is correct. It also works really well for the "resting on moving object" case (sub-ca... read more | 02/16/2010 (3:33 pm) |
| Windows 7 compliance | It's too bad you didn't buy the engine 4 years ago. Then you would have gotten 4 years of support fo... read more | 02/08/2010 (3:36 pm) |
| Unexpected z buffer behavior | The Z buffer does work correctly, otherwise things would not draw correctly. The question you should... read more | 02/06/2010 (2:08 pm) |
| PhysX Liquids Simulation | A solution (hah) to this problem does exist, but it may not be something that you can wait for. I... read more | 02/06/2010 (2:06 pm) |
| Unexpected z buffer behavior | Run it in PerfHUD and that should show you what is going wrong.... read more | 02/05/2010 (4:36 pm) |
| How to code my shaders for Advanced Lighting | Ed, You should be able to take care of managing the material from your custom render delegate. Chec... read more | 02/04/2010 (9:40 pm) |