The more I think about this, the less I like the idea of this.
Yeah I don't like it either, for me the NaN and infinities are more like error results rather than genuinely useful values, and any code that uses them may suffer portabilities problems (portability to different Oses, different ...
Search found 133 matches
- Sat Feb 18, 2012 6:56 am
- Forum: Engine Programming
- Topic: Nan, Infinity Etc.
- Replies: 5
- Views: 1770
- Mon Feb 13, 2012 4:21 am
- Forum: Engine Programming
- Topic: Software Rendering Face (of a Cube)
- Replies: 7
- Views: 2602
Re: Software Rendering Face (of a Cube)
A span is a horizontal row of pixels.
Edges are the edges of faces, and the edges get projected on to the screen, and if you ignore clipping and overlapping for the moment then rendering the polygon is just a matter of iterating the Y coordinate from the highest Y to the lowest, and at each Y ...
Edges are the edges of faces, and the edges get projected on to the screen, and if you ignore clipping and overlapping for the moment then rendering the polygon is just a matter of iterating the Y coordinate from the highest Y to the lowest, and at each Y ...
- Sun Feb 12, 2012 3:39 am
- Forum: Mapping
- Topic: Smoother Shadows? (TXQBSP)
- Replies: 4
- Views: 4161
Re: Smoother Shadows? (TXQBSP)
The -extra option for the 'light' tool is probably what you want. It will do four times the amount of light tests and average the result for each luxel, so it is four times slower but doesn't require any more memory than normal.
Having more detailed lightmaps (normally there is 1 luxel for each ...
Having more detailed lightmaps (normally there is 1 luxel for each ...
- Fri Feb 10, 2012 2:24 am
- Forum: Engine Programming
- Topic: Image Manipulation
- Replies: 38
- Views: 8147
Re: Image Manipulation
[And I just noticed a weird oversight that actually works for a really funny reason and I think I'll just keep that in there. ColorDistance < bestColorDistance ---> but bestColorDistance starts as -1. Still works of all things probably because ColorDistance is unsigned int so -1 evaluates to a very ...
- Thu Feb 09, 2012 12:25 am
- Forum: Mapping
- Topic: equakeutils
- Replies: 14
- Views: 6668
Re: equakeutils
I grabbed it, cheers.
Btw what is a "skip" brush?
Btw what is a "skip" brush?
- Wed Feb 08, 2012 7:29 am
- Forum: Engine Programming
- Topic: Image Manipulation
- Replies: 38
- Views: 8147
Re: Image Manipulation
And this was easier than Layer->Transparency->Add Alpha Channel ?!
That merely adds an alpha channel to the image, it does not convert black pixels into transparent pixels while keeping white pixels solid.
The easiest way might be to use Colors -> Components -> Decompose, which creates a new ...
That merely adds an alpha channel to the image, it does not convert black pixels into transparent pixels while keeping white pixels solid.
The easiest way might be to use Colors -> Components -> Decompose, which creates a new ...
- Tue Feb 07, 2012 9:02 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
Re: What are you working on?
Cheers goldenboy, good tips there. I never knew about the light_globe entity (and I though I knew most of the entities by now :lol:)
How does Oblige work? Is the generation based on formal grammar by any chance? Or some other "common" procedures?
The caves are generated with a cellular automata ...
How does Oblige work? Is the generation based on formal grammar by any chance? Or some other "common" procedures?
The caves are generated with a cellular automata ...
- Mon Feb 06, 2012 10:52 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
Re: What are you working on?
Lighting is good on the random maps. Oblige generated?
Yep that's OBLIGE
There'll be another testing package soon, but the next official release is a couple months away.
The lighting on indoor caves is just random, though I'd rather have more realism, with the light only coming from actual ...
Yep that's OBLIGE
There'll be another testing package soon, but the next official release is a couple months away.
The lighting on indoor caves is just random, though I'd rather have more realism, with the light only coming from actual ...
- Sun Feb 05, 2012 8:15 am
- Forum: General Discussion
- Topic: What are you working on?
- Replies: 3884
- Views: 6511182
Re: What are you working on?
Randomly generated cave:

or outdoor area:


or outdoor area:

- Sat Jan 28, 2012 3:19 am
- Forum: General Programming
- Topic: [PSP - C++] Loading and Navigating a Simple 3D world?
- Replies: 4
- Views: 3221
Re: [PSP - C++] Loading and Navigating a Simple 3D world?
The "Cube" engine? Perhaps someone has ported it to the PSP....
- Sat Jan 28, 2012 3:16 am
- Forum: Engine Programming
- Topic: R_LightPoint Interpolation Code - Broken?
- Replies: 13
- Views: 3436
Re: R_LightPoint Interpolation Code - Broken?
No need to pad every lightmap, just add an extra 400 samples or so at the end of the lightmap data.metlslime wrote:I wonder if it would be best just to pad all lightmaps with an extra row and column of light data in memory, so that you will never go out of bounds from a lerp.
- Fri Jan 27, 2012 11:27 am
- Forum: Engine Programming
- Topic: R_LightPoint Interpolation Code - Broken?
- Replies: 13
- Views: 3436
Re: R_LightPoint Interpolation Code - Broken?
The interpolation part is by Lord Havoc.metlslime wrote:If this came from fitzquake, i probably wrote this code. There's a lot of code from my first year on that which is pretty newbie stuff now.![]()
- Fri Jan 27, 2012 1:47 am
- Forum: Engine Programming
- Topic: R_LightPoint Interpolation Code - Broken?
- Replies: 13
- Views: 3436
Re: R_LightPoint Interpolation Code - Broken?
I can confirm that the interpolation code does read samples outside of the current lightmap. So that indeed could cause a memory access fault.
However when this happens, the fraction for those samples is 0 and hence they never influence the lighting result. So the logic itself is not broken.
However when this happens, the fraction for those samples is 0 and hence they never influence the lighting result. So the logic itself is not broken.
Re: Decals
It occupies a mapmodel slot too, which is worse as there are a lot less of them (1/4 of the entity slots, only 256 in vanilla quake, 1024 in DP).frag.machine wrote:But remember, every func_wall occupies an entity slot, so be economic on that.
- Wed Jan 04, 2012 11:44 am
- Forum: General Programming
- Topic: Doom 3 engine release and game code
- Replies: 794
- Views: 462306
Re: Doom 3 engine release and game code
I thought that said 'porn' at firstreckless wrote: adding 1024x1024 dds textures and using pom ....