"It has been said that the great scientific disciplines are examples of giants standing on the shoulders of other giants. It has also been said that the software industry is an example of midgets standing on the toes of other midgets."
- Alan Cooper
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Query FailedNadja
Tuesday, July 12, 2005

hall� hall�!! Sola och bada!!
Kram Nadja

eXile
Monday, July 11, 2005

Humus, you know Relief Mapping?

It's a pretty cool technique which allows you "real" (non-faked) deformations per-texel of a survace.

Neat papers here: http://www.inf.ufrgs.br/~oliveira/RTM.html

Of course it would be much work to implement this in your engine, but perhaps in a future demo?

Humus
Friday, July 8, 2005

NeARAZ, we provide this information to developers on a need-to-know basis. Any form of extended undocumented functionality is always going to be sensitive. It's a fine line between desiring to get your features out there and trying to keep a good business relationship with Microsoft. Instancing is a perfect example of when things did not turn out very well, and I was personally involved in it in ways I regret, so I'm very cautious about making any fuss about things like this again.

GI, the ForcePixelFormat value is a pixel format id. So it's any value from 1 up to the highest supported pixel format. You can list the supported pixel formats with tools like glview.

Humus
Friday, July 8, 2005

Jan, if you want to compare you can simply force the other modes in the control panel instead. As for performance, alpha-to-coverage is usually slower than alpha blending. With alpha-blend all internal pixels will have only a single sample written. With alpha-to-coverage on the other hand all internal edge pixels in the image will be deemed partly covered and have several samples written. So it's more expensive.
I disable alpha test simply because it has nothing extra to offer. With a 0.5 comparison value you you may save some fillrate, but you get half the soft edge cut off, so it looks much worse. To not get that effect you need to compare against 0 or at least a very low value, and in the that case you don't get any performance improvement either since that would map to zero coverage anyway and have no samples written.
The depth value gets written to the samples that are deemed to be covered and visible (depth test pass). With alpha of zero you have no samples covered anyway, so neither color or depth is going to be written. With alpha of 0.5 you get depth written to the three samples that are covered (in 6x AA mode). No difference from color really.

Tan
Friday, July 8, 2005

Hi humus
I got the same problem as Jan described below. Do you have any suggestion?
Thanks
Tan

Gl
Friday, July 8, 2005

Great tool Humus, and additional thanks for DX version.
One question - can put more info (as comment) into opengl32.ini for dummies in 3D graphics? At least, limit values for each parameter - for example, "ForceMSAAMode values is [2, 4, 6]".
As for me, I'm little bit confused about "ForcePixelFormat" parameter - there only 2 possible values (0/1) for it, or something else?
Thanx in advance.

Nintendog
Thursday, July 7, 2005

Great! Will you have higher geometry detail for the release, or is the focus of the engine on the per-pixel lighting and shadows?

NeARAZ
Thursday, July 7, 2005

Couldn't ATI publicly say what's the way to enable alpha-to-coverage in DX (like it did with instancing and whatnot)?

That would surely be good for the developers... Like, nvidia did say what's needed to turn on transparency AA on geforce7

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