More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 192 193 194 195 196 197
198 199 200 201 202 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365
Query Failed
Daemon
Sunday, March 12, 2006
Humus, thanks for VTF support. My 6600 run at 37 FPS.
Sombra
Saturday, March 11, 2006
I have a GeForce 6800GS and this HDR Demo run, but no image appear on screen, only a black screen. But the options window is exibited normally by press F1.
Installed Driver: ForceWare 81.98
This problem too ocurr in my old 6600GT.
Excuse-me for poor english, my natural language is Portuguese.
Vengeance
Saturday, March 11, 2006
I will try it on my 6800GT

My 7900GT hasn't gome in yet.

Asad
Saturday, March 11, 2006
im facing some problems when compiling your hdr code.
error C2065: 'NORMALHEIGHTMAP' : undeclared identifier
my system specs aer as follows:
6600gt, 1gb ram, 3000+ 64bit 939.
Mario
Saturday, March 11, 2006
Humus, thank you for your reply! ;-)
Humus
Friday, March 10, 2006
Mario, there's no R2VB support in OpenGL at this point. It's possible that it could be added to FBOs at some point, and it has been on the ARB's table, but it's apparently not been prioritized. ATI did work on getting superbuffers through the ARB years ago, which would have allowed R2VB, and there was actually experimental support for it in the driver, but eventually the ARB changed its tune and moved to the FBO model instead.
Daemon
Friday, March 10, 2006
Heh, nV doesn't have R2VB.
kid_deceiver
Saturday, March 4, 2006
Humus, 10nx for great and technically amazed
demo!
Sorry, ) i dont understand you visibility precalculation tech.
As i see, in first step you build the level bsp. In each leaf
of bsp you keep one solid triangle. after that you find the list
of all cubes points, inside the bsp leaves. Further, for each
cube you test all it points with each other points of other cubes.
Vis (cube-to-cube)criterion: if all point-to-point rays are intersected
with bsp triangle, the dest cube invisible, othervise - visible.
It all right?
More pages: 1 ...
11 ...
21 ...
31 ...
41 ...
51 ...
61 ...
71 ...
81 ...
91 ...
101 ...
111 ...
121 ...
131 ...
141 ...
151 ...
161 ...
171 ...
181 ...
191 192 193 194 195 196 197
198 199 200 201 202 ...
211 ...
221 ...
231 ...
241 ...
251 ...
261 ...
271 ...
281 ...
291 ...
301 ...
311 ...
321 ...
331 ...
341 ...
351 ...
361 ...
365