|
-
Sep 18th, 2005, 08:38 AM
#1
-
Sep 18th, 2005, 08:39 AM
#2
-
Sep 18th, 2005, 08:39 AM
#3
-
Sep 18th, 2005, 08:39 AM
#4
-
Sep 18th, 2005, 08:40 AM
#5
-
Sep 18th, 2005, 08:40 AM
#6
-
Sep 18th, 2005, 08:41 AM
#7
-
Sep 18th, 2005, 08:41 AM
#8
-
Sep 18th, 2005, 08:42 AM
#9
-
Sep 18th, 2005, 08:42 AM
#10
-
Sep 26th, 2005, 04:21 AM
#11
Re: [Pictures] Sketches
A test to see if we can make an approximation for the distance darkening. So we don't have to use divisions on floats.
-
Sep 29th, 2005, 01:14 PM
#12
Re: [Pictures] Sketches
Sketches for the view to screen coordinates.
-
Sep 29th, 2005, 01:22 PM
#13
Re: [Pictures] Sketches
Sketches for the camera roll bug.
-
Sep 29th, 2005, 01:23 PM
#14
Re: [Pictures] Sketches
Bounding sphere culling for the frustum.
-
Sep 29th, 2005, 01:24 PM
#15
Re: [Pictures] Sketches
BSP testing for the engine. Got ditched in the end...

- ØØ -
-
Sep 29th, 2005, 01:31 PM
#16
Re: [Pictures] Sketches
View to screen coordinates reviewed. Fixed the bug with the stretched textures.
-
Sep 29th, 2005, 01:33 PM
#17
Re: [Pictures] Sketches
Imaginary sized map that will hold the wallparts in it's own zones...ment to be used in cooperation with the bounding sphere
-
Sep 29th, 2005, 01:35 PM
#18
-
Sep 29th, 2005, 01:36 PM
#19
Re: [Pictures] Sketches
FOV performance testing regarding the bounding sphere.
-
Sep 29th, 2005, 01:37 PM
#20
Re: [Pictures] Sketches
Maping and implementation of the bounding sphere to the imaginary lookup table map.. :
-
Oct 4th, 2005, 04:20 AM
#21
Re: [Pictures] Sketches
Algorithm "G" as of 4th October 2005, latest design, unoptimised.
Each frame consists of rendering a 128X128 source texture inside a distorted quad of approximately 91000 pixels in area.
I don't live here any more.
Posting Permissions
- You may not post new threads
- You may not post replies
- You may not post attachments
- You may not edit your posts
-
Forum Rules
|
Click Here to Expand Forum to Full Width
|