1337 posts \o/. and a question :)
Almar JolingHmm, I still have one problem left. [url]http://vulcanus.its.tudelft.nl/~unreal/sponge/YALGSetup.exe[/url] ( 2.8mb) That's the latest version of YALG. It still might have weird map stuff for testing. Anyway, if you rotate mirrors - some of them -, weird white surroundings are visible. I have no idea why this happens. The Tu/Tv coords are simply correct, and then I simply rotate the vertices... it should just work. But somehow this white happens, as if the texture is not the correct height.. but it only happens at a few angles [:(]. I hope someone might have experienced this before and has a suitable solution for it. Note that these are TL Vertices, rendered as Trianglelists(6 for a square, rotated using sin/cos) Thanks :)
VBBRI don't know exactly but... can you rotate them another way instead of using sin/cos? Because these functions sometimes can return some un-precise values un-precise enough so it screws up all your game. Also aren't the tiles rotated just 90 degrees? So you can manually swap 0->1 and 1->0 or something like that.
masterboodaI have had this problem several times, and I noticed it only happens when I have multiple tiles on one texture... I have tried to get information on this and I have had no luck... as far as I could tell it has something to do with the filtering process of textures... but have no idea how to get rid of it or turn it off.... have tried every possible filter and still the same result... What is happening is the texture is bleeding from around the tu, tv points.... The only way I could get around this is by having multiple textures... If you find a way to fix this problem please respond... thanks... DaBooda out.... P.S. the sin cos way of rotation didn't cause my problem, because when I tried the smaller one tile texture, the problem went away... but on an older card, I didn't have this problem at all, so its some kind of hardware filtering... is the only thing I can guess...
cjb0087i thought your tiles were rotated 45 at a time so an array ie [code]Rotations()=Array(rotval1, rotval2,...))[/code] and does this only happen to particular mrrors in cerain spots, or all mirrors of a certain kind?
EACamMirroring is not rotating...so just flipping the tu and tv coordinates would'nt work. E.g. This texture: xzzx xxxy xxxx rotated 180 degrees: xxxx yxxx xzzx mirrored vertically: xxxx xxxy xzzx
VBBRYeah but if you look closer... This texture... xzzx xxxy xxxx Mirrored vertically... xxxx xxxy xzzx And then horizontally... xxxx yxxx xzzx Is the same as it rotated 180 degrees. Also this polygon here... 1------2 | xzzx | | xxxy | | xxxx | 3------4 ...has the following Tu, Tv coordinates: Vertex 1: 0,0 Vertex 2: 1,0 Vertex 3: 0,1 Vertex 4: 1,1 But if you change it this way... TexCoords(Vertex1) = TexCoords(Vertex3) TexCoords(Vertex2) = TexCoords(Vertex1) TexCoords(Vertex3) = TexCoords(Vertex4) TexCoords(Vertex4) = TexCoords(Vertex2) The texture will be rotated 90 degrees.
Almar JolingI fixed it by reading: "Directly Mapping Texels to Pixels" in the DX8 SDK. Simply subtracting 0.5 from every X coordinate of the quad seams to have worked just fine [:D]
VBBRSo there is someone that reads the SDK docs after all... (man that really looks so confusing...)
Sr. GuapoWow, I didn't know anyone could discern useful information from the SDK docs... I salute you...[:D]
EACamSame here...but I've discovered how much code Jack Hoxley ACTUALLY copied! [:D]
Eric ColemanLOL, yeah, his tutorials do tend to follow the SDK tutorials very closely. VoodooVB was also a source. He would turn discussions that people had on that forum into a tutorial for his website, or at least it seemed that way, lol. Its a shame he isn't updating his website anymore. The last thing he wrote was for C++.
Almar Joling
quote:
Originally posted by Eric Coleman
LOL, yeah, his tutorials do tend to follow the SDK tutorials very closely. VoodooVB was also a source. He would turn discussions that people had on that forum into a tutorial for his website, or at least it seemed that way, lol. Its a shame he isn't updating his website anymore. The last thing he wrote was for C++.
Most of the older (and then I mean being here, not you Bryk [;)]) people over here get.. older.. and need to work and stuff liek that, making less time available to write tutorials. Unfortunatly, it seems that the younger generation does not do that either, afaik (nofi :P)
VBBRCool, I'm in the "younger generation". Just tell me a subject that I can write a tutorial for.
EACamFluid Dynamics please... [:P]
VBBRHum I said a subject I CAN write about... not a subject about something I even don't really know exactly what it is... [:P]
PeterIts the dynamics of fluids ;) Basically how objects behave in fluids, like water, air etc. For example if you're designing an airplane the flow of air over its wings would be considered fluid dynamics. Sounds like interesting stuff but its very computationally expensive, I think that there are some equations that cant even be solved fully yet. I don't know too much about fluid dynamics though, I think some engineers take it 3rd and 4th year but I doubt I willl since its not the type of physics i'm going into.
Peter
quote:
Just tell me a subject that I can write a tutorial for.
Well, no one can tell you what to write about since only you know what knowledge you have and what interests you. No one ever told any of us what to write about ;) Just write what you feel like.
VBBRYeah, this seems very logical, thanks.
Almar JolingI still haven't seen much about VB and shaders.. [:)] (except for the q3 engine thing someone made)
VBBRUnfortunetely I know nearly nothing about shaders...
Almar JolingWell, two flies in one hit :) ;)
cjb0087nearly nothing? so you could write a tutorial for beginners
VBBRI just know very basically what the concept of a shader is.
Sr. GuapoAll I know is sorta what they do, I wouldn't know where to start designing one...