Search found 133 matches

by andrewj
Sat Feb 18, 2012 6:56 am
Forum: Engine Programming
Topic: Nan, Infinity Etc.
Replies: 5
Views: 1770

Re: Nan, Infinity Etc.

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 ...
by andrewj
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 ...
by andrewj
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 ...
by andrewj
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 ...
by andrewj
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?
by andrewj
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 ...
by andrewj
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 ...
by andrewj
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 ...
by andrewj
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:
Image

or outdoor area:
Image
by andrewj
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....
by andrewj
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?

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.
No need to pad every lightmap, just add an extra 400 samples or so at the end of the lightmap data.
by andrewj
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?

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. :oops:
The interpolation part is by Lord Havoc.
by andrewj
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.
by andrewj
Thu Jan 12, 2012 11:58 pm
Forum: Mapping
Topic: Decals
Replies: 7
Views: 4419

Re: Decals

frag.machine wrote:But remember, every func_wall occupies an entity slot, so be economic on that :).
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).
by andrewj
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

reckless wrote: adding 1024x1024 dds textures and using pom ....
I thought that said 'porn' at first :lol: