Ivan Mandzhukov's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| ShapeBase::setNodeColor() not in T3D; alternatives? (Setting vertex color of entire node) | To update the whole VB just for a single color is nonsense. This may lead to micro freezes depending... read more | 07/09/2015 (1:07 pm) |
| question on particles | Three possibilities: 1. Directly draw them separated, each having its own vertex buffer. 2. Ba... read more | 06/21/2015 (9:32 pm) |
| question on particles | The vertices in the emitter class are batched as a collection of quads. It is possible to append an... read more | 06/17/2015 (11:34 pm) |
| Custom shader: Writing normal map to Gbuffer | Objects that use custom materials also write depth and normals, because things would be rendered wro... read more | 03/03/2015 (2:03 am) |
| difference torque network library (TNL) and default Torque3D network? | TNL is industry proven, cross platform and in my opinion works better compared to modern solutions a... read more | 01/17/2015 (5:54 am) |
| No rotation clamping in Camera class? | I would prefer to clamp using fmod(mRot.z, 2*M_PI) btw..... read more | 12/29/2014 (6:17 am) |
| Walking on Walls? | In T3D the z direction is affected by physics, xy is affected by the input. You can create an input... read more | 12/29/2014 (6:15 am) |
| No rotation clamping in Camera class? | Not necessarily, bacause rotation is based on periodic functions. They don't clamp, because "w... read more | 12/21/2014 (9:31 am) |
| Looking for a programmer to modify the eye adaption and HDR POSTFX | Sorry for the late reply, please send your questions. ivanmandzhukov@yahoo.com... read more | 12/08/2014 (12:45 am) |
| Looking for a programmer to modify the eye adaption and HDR POSTFX | No problem to do it in January, because by the end of the year I have assumed many commitments.... read more | 12/04/2014 (6:03 am) |
| Looking for a programmer to modify the eye adaption and HDR POSTFX | Why do you need zone factors? Downsamlple the depth buffer to 16x16 , 32x32 ,.... Apply Poisson ... read more | 12/02/2014 (1:39 am) |
| Let the flames begin: remove the 'package' keyword from TS | "It encourages you to use global functions instead of encapsulating useful stuff on objects, it... read more | 10/30/2014 (4:53 am) |
| IFL works in show/mod not in game ? | You have to check if your engine actually supports IFL. At some point it was removed from T3D for o... read more | 10/23/2014 (6:25 am) |
| Connecting Two Object Nodes | Variant 1: 1. Get object A's door node and make inverse of its world transform. 2. Transform objec... read more | 10/05/2014 (12:46 am) |
| Simple Particle clipping | Do it with collision spheres and check for intersection. Simple and fast. btw I would use a separ... read more | 09/28/2014 (7:02 am) |
| how to make ribbon trail effect? | One of the common approaches these days is to use a scale animation in the vertex shader based on a ... read more | 07/30/2014 (11:45 am) |
| Rendering Alpha on GFXVertexPCN | This is a blend operation. Just make sure that you have enabled alpha blending, set a blend operati... read more | 07/30/2014 (11:30 am) |
| Deferred Shading | @Timmy They still use mixed shading. They cannot remove forward shading, because the whole mobile i... read more | 06/24/2014 (7:04 am) |
| Deferred Shading | "Everything is rendered twice" Not true. Some meshes are rendered 3 or more times, dep... read more | 06/23/2014 (2:06 am) |
| Screenspace to Worldspace | [url]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html[/url] float z = prepassUncondit... read more | 06/17/2014 (10:58 pm) |
| Cryengine Next-Gen and Merging T2D and 3D | PBR is not suitable for every single game. You will never see PBR in Zelda:) Unity is perfect for... read more | 06/04/2014 (7:08 am) |
| Shader: can't get color of first pixel. | For 50 lights I will never use VTF. I would generate the light volumes and colors, draw them to 2 p... read more | 05/09/2014 (5:09 am) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | Good work! Take into account that mobile devices must load precompiled shaders. Therefore Shader... read more | 05/09/2014 (4:59 am) |
| Shader: can't get color of first pixel. | I have tried it using GLES2(or GLES3, don't remember exactly). I know that ATI implemented this in ... read more | 04/30/2014 (8:38 am) |
| Shader: can't get color of first pixel. | How many vertices do you have ? I believe you are using shader model 3. I have not tried VTF in ... read more | 04/30/2014 (7:12 am) |
| Shader: can't get color of first pixel. | Sorry, Lucas, in D3D's terminology, 'nearest' is actually 'point'. D3DTEXF_POINT in D3D = GL_NEARE... read more | 04/24/2014 (8:20 am) |
| Shader: can't get color of first pixel. | Do you sample with NEAREST ?... read more | 04/18/2014 (5:11 am) |
| T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155) | No.... read more | 04/18/2014 (5:10 am) |
| T3D 1.1 Final - Shadow bug - LOGGED (THREED-3155) | This is not an easy solution. In the current shadow split: We should sort the non-casting solid ... read more | 04/14/2014 (8:58 am) |
| Accessing the lights in the scene from the GPU | Just use uniforms if your positions are not many.... read more | 04/09/2014 (6:45 am) |
| Projectiles: Server vs. Client | Yes, advanceTime() is called on both process lists. There is a torque define to use the client list... read more | 04/09/2014 (6:35 am) |
| Accessing the lights in the scene from the GPU | You already have the light information, this is the light buffer. Just unpack and pre-pass the data... read more | 04/02/2014 (6:21 am) |
| Physically Based Rendering | Guys, this is under NDA. @Kory This cannot not enter T3D easily, since almost all of the papers ... read more | 03/17/2014 (5:28 am) |
| Physically Based Rendering | No, you don't understand what PBR is and how it is implemented. Instead of current lighting techn... read more | 03/10/2014 (2:43 am) |
| Physically Based Rendering | PBR is for movies,advertising, not for games:) Unreal do fake PBR, this is not a real real-time ray... read more | 03/08/2014 (4:39 am) |
| Cliff-hanging in platformers | Hitboxes ? When you transform the body, you transform the box also. They also would act as trigg... read more | 03/05/2014 (1:00 am) |
| Implementing a new input device. | "if you remove focus from the window and then re-enables focus, i.e. all the input is fired at ... read more | 03/05/2014 (12:55 am) |
| Shaders, registers and loading textures. | The number s0 is the sampler register number. It is compiler dependent. //shader begin uniform s... read more | 01/14/2014 (4:34 am) |
| T3D MIT 3.5 Bug Triggers not working after saving mission with FIX | Thanks. This bug do not present in the previous T3D versions.... read more | 01/01/2014 (10:12 am) |
| LF everyone capable for Serious Project | Serious project with Unity ? Are you sure ? Without having the source code you stuck with hundreds... read more | 12/09/2013 (1:46 am) |
| Tangent Basis of Torque 3D is.....??? | vB = sign * cross(vN, vT); Guys, this code will never work for mirrored surfaces. I hope you und... read more | 11/08/2013 (8:07 am) |
| Tangent Basis of Torque 3D is.....??? | The problem the the mirroring is because t3d is using t.w which is the cross dot of the tangent basi... read more | 11/07/2013 (4:18 am) |
| Node Transforms are not updating when manually modifying node locations | There are 2 types of transforms in T3D - usual transforms (updated per tick) and render transforms (... read more | 10/17/2013 (4:09 am) |
| Node Transforms are not updating when manually modifying node locations | animate() is used to advance an animation if it exists: if(isServerObject() { S32 nodeIdx... read more | 10/15/2013 (12:42 am) |
| T3D MIT Master -- still giving "Warning: NaN encountered" (solution provided) | Jeff, working with nans is really slow. It is well documented (IEEE standards). ... read more | 10/05/2013 (10:15 am) |
| T3D MIT Master -- still giving "Warning: NaN encountered" (solution provided) | Replacing nan with 0 does not seem to me as a proper solution. If you fill attribs and after that yo... read more | 09/26/2013 (8:09 am) |
| renderMeshExample, Metablobs, and creating Geometry | Multiply the gravity with the world inverse matrix and you are back in object space.... read more | 09/26/2013 (8:03 am) |
| Reading the G-Buffer | This is handy, you have to calculate the projected position and then transform it to view space usin... read more | 08/30/2013 (4:40 am) |
| World Gravity/World rotation question | You cannot do it in script for 2 reasons: - the gravity force is hardcoded in the player class th... read more | 07/31/2013 (7:45 am) |
| Screenspace lightning, Wetness and precipitation | Hey Ron, the y coord in screen space is always the same. This is not a post effect, you provide a ... read more | 07/08/2013 (1:22 am) |