console background anim lighting test
https://www.youtube.com/watch?v=-GbgrbGslpM
Search found 232 matches
- Sun Jan 21, 2018 2:25 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
- Mon Nov 27, 2017 5:07 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
I do not know...
I just go to the forum 1-2 times a day
I just go to the forum 1-2 times a day
- Mon Nov 27, 2017 3:41 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
some q2 main menu tests
https://www.youtube.com/watch?v=1oYdJB2jH40
https://www.youtube.com/watch?v=1oYdJB2jH40
- Tue Nov 21, 2017 8:12 am
- Forum: General Discussion
- Topic: fhdoom
- Replies: 33
- Views: 30364
Re: fhdoom
my card support 4.6
- Mon Nov 13, 2017 1:59 pm
- Forum: General Discussion
- Topic: fhdoom
- Replies: 33
- Views: 30364
Re: fhdoom
Cut off 3.x!!! Only 4+ only hardcorerevelator wrote:And if you card does not support OpenGL 3.3 minimum then your totally out of luck, no voodoo cards allowed here hehe.
- Sun Oct 29, 2017 9:17 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
oh yes, shells looked not good, i'm know....
- Sat Oct 28, 2017 6:57 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
machine gun re modeling
https://www.youtube.com/watch?v=DkFFQFpj-tw
https://www.youtube.com/watch?v=DkFFQFpj-tw
- Thu May 25, 2017 5:04 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
update cin filter effect (download video for hi quality, google disk make low quality preview)
https://drive.google.com/file/d/0B49RlX ... HFfX2ctSXM
https://drive.google.com/file/d/0B49RlX ... HFfX2ctSXM
- Sun May 21, 2017 4:44 pm
- Forum: General Programming
- Topic: xInput (xbox360 controller) in quake engines
- Replies: 3
- Views: 6229
Re: xInput (xbox360 controller) in quake engines
now all work fine
tnx
tnx
- Sun May 07, 2017 11:36 am
- Forum: General Programming
- Topic: xInput (xbox360 controller) in quake engines
- Replies: 3
- Views: 6229
xInput (xbox360 controller) in quake engines
Some time ago i'm add based xbox360 controller support (based on directQ)
By default left and right lower triggers work as sticks, not as buttons. MH use it for strafe move.
We can map this triggers to some buttons (fire, jumps...)?
By default left and right lower triggers work as sticks, not as buttons. MH use it for strafe move.
We can map this triggers to some buttons (fire, jumps...)?
- Mon Apr 24, 2017 2:45 pm
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6123644
Re: What are you working on?
Perspective correction for hi-FOV values
fov 130, no correction
with correction
fov 130, no correction
with correction
- Tue Apr 18, 2017 2:59 pm
- Forum: Engine Programming
- Topic: Hardware Occlusion queries.
- Replies: 15
- Views: 11965
Re: Hardware Occlusion queries.
That's a start :) thanks barnes. Ah, yes... Some explanations: 1 - u_depthParms - for infinity far plane depthParms[0] = r_zNear->value; // 3.0 by default depthParms[1] = 0.9995f; or for standart projection matrix scale = 1.f / (1.f - r_zNear->value / r_zFar->value); depthParms[0] = r_zNear->value ...
- Fri Apr 14, 2017 9:45 am
- Forum: Engine Programming
- Topic: Hardware Occlusion queries.
- Replies: 15
- Views: 11965
Re: Hardware Occlusion queries.
soft particles shader out vec2 v_texCoord0; out float v_depth; out vec4 v_color; uniform mat4 u_modelViewProjectionMatrix, u_modelViewMatrix; layout(location = 0) in vec3 att_position; layout(location = 4) in vec4 att_color4f; layout(location = 5) in vec2 att_texCoordDiffuse; void main (void) { v_te...
- Wed Apr 12, 2017 5:15 pm
- Forum: Engine Programming
- Topic: Hardware Occlusion queries.
- Replies: 15
- Views: 11965
Re: Hardware Occlusion queries.
The occlusion quary is very strongly tied to rasterization. For this is what you want to cut out should be very heavy. Overhead at high resolutions of the screen is huge. It will save a bit the use GL_ARB_occlusion_query2 (ANY_SAMPLES_PASSED), but there will be a synchronization problem. We can solv...
- Mon Apr 10, 2017 3:44 pm
- Forum: Engine Programming
- Topic: Hardware Occlusion queries.
- Replies: 15
- Views: 11965
Re: Hardware Occlusion queries.
try to use conditional render
https://www.khronos.org/registry/OpenGL ... render.txt
https://www.khronos.org/registry/OpenGL ... nder.xhtml (supported in gl 3.0+)
https://www.khronos.org/registry/OpenGL ... render.txt
https://www.khronos.org/registry/OpenGL ... nder.xhtml (supported in gl 3.0+)