"People interpret election campain promises as promises. That's a problem for us."
- Lennart Nilsson (s), Swedish parlament member
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Query FailedHumus
Friday, June 6, 2003

Yeah, I've thought about doing something like that. I could also have good use of the sRGB texture reads and writes, though that's not exposed in OpenGL. The non-linearity of the framebuffer makes details in the background become more apparent when you add something on top of it.

Luke
Friday, June 6, 2003

Gahaha! Nice!

TheDude
Friday, June 6, 2003

Son, you really need to find out what pussy amd whiskey are. You got way too much free time in you hand.

Hellbinder
Friday, June 6, 2003

OT but..

Look at the last 3 pages of this thread.

http://www.nvnews.net/vbulletin/showthread.php?s=&postid=136688#post136688

What about my understanding of how Developers deal with DX9 shaders. They dont Write the shader with a specific Percision in mind right?? they write it in Dx9 HLSL and the Driver and hardware deal with the rest.

You dont write an FP16 Shader and a Fp24 shader and a FP32 shader.. You srite a Shader and the Drivers Interpret that and deal with it internally correct??

OpenGL is of course different...

I appriciate your time.


CorwinB
Thursday, June 5, 2003

Nice job Humus !

"Given that anyone can record their own flyby paths it will be impossible to use tricks like static clip planes, selectively omit framebuffer clears or anything of that kind."

Thinking of any specific IHV here ? :P

Zeno
Thursday, June 5, 2003

Hey Humus. As always, nice demo!

I hope you don't mind some constructive criticism

One thing I noticed is that it's very dark in the corners of the room. I can just barely see them on my monitor, unless I have a light between me and a dark corner. If this were real, having a bright glaring light between me and a dark object wouldn't help me to see it...just the opposite in fact. The same atmospheric haze that's scattering the light towards the viewer will also diminish the amount of light reaching the viewer from the bakground.

I haven't looked at your shader, but I assume the final per pixel color is done something like this:

final color = backgroundColor + lightColor * lightVolumeThickness

When it should probably be more like this:

final color = (1-lightVolumeThickness) * backgroundColor + lightColor * lightVolumeThickness

Of course, a real atmosphere would probably exhibit more of an exponential decay than a linear one, but I think this would be a simple way to make it much more realistic.

-- Zeno

Steve
Wednesday, June 4, 2003

Dear Humus,
can I become a Co-worker on your [H] equivalent site? Your new site, as you describe it, is a lot better than the original [H]ardocp site, so I quit at [H]ardocp and now I want to work with you.

K.I.L.E.R
Wednesday, June 4, 2003

Ahhhahahahaha!

Shit man! You crack me up Humus.

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