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Query Failed
Din brorsdotter
Thursday, February 24, 2005
Ja, nu �r man v�l �nd� stekt.
Humus
Wednesday, February 23, 2005
Well, the main difference is that all lines are uniform in size. And you can easily add some internal edges as well. Unless you have a very high detail model triangle strips vs. lines isn't going to make much of a difference.
It seems nVidia cards go into software mode. I don't know why though.
hornet
Wednesday, February 23, 2005
So how much does this save compared to first doing a silhuette-pass with all vertices extruded a small amount along their normals (which get's you some 99.9% overdraw in the cel-pass). I would imagine the cost of doing the per-face comparison, plus not being able to render as tristrips, would make this slower all in all?
PS. it fails on w2k, 6600GT, forceware 66.93. Upon launch, it stalls computer for 5-10seconds, then shows a static image of the car. I'm not able to move anything. When moving the windows-window, the car disapears (not to return)
Tommy
Tuesday, February 22, 2005
Nice, thanks for another great demo!
Daedalus
Tuesday, February 22, 2005
Neat
Terarom
Tuesday, February 15, 2005
GREAT!
i'm doing my own implementation of depth of field, but your's seem more accurate, even more slowly. gonna take a look in your algorythm. GREAT JOB. if i use your implementation, i will notice you.
Neil
Thursday, February 3, 2005
Very Nice!
Humus
Sunday, January 30, 2005
Ok, try downloading it again now. It should be fixed now.
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