Mudflap

Mudflap

Joined Member # 698135
2 Posts 8 Replies 19,380 Reputation

Don't you love it when you get one of the those "A HA!" moments? Well, one came to me tonight. It should have come to me a long time ago. It's not really ground breaking either. It's one of those things that you know in the back of your head, but you finally understand the beauty of it after you've been doing it for a long time. My "A HA!" moment tonight was a true understanding of the LERP (Linear Interpolation). You use it in a lot of places in 3D programming. Simply put

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Brad, suites are inappropriate attire for the office. <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in;} div.Section1 {page:

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Spent the morning helping Cari with merge problems <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in;} div.Section1 {page:Sec

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Definately doable. That's the whole premise of the point sprite. Except in point sprites, we'll get the length by applying multiple overlayed sprites. Both techniques have their advantages and disadvantages. For the filmstrip idea, the advantage is that it very low on compute cycles, but the texture is huge. The point sprites are higher on compute cycles, but the textures are extremely small. We'll just have to experiment with different methods to figure out which one works

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Exactly. I'll convert. I probably won't use "this->", but I'll stop using "m_". As long as we're using Pear, we'll probably stick with the current convention. I would like to change over though if we start a brand new project with not legacy baggage, or if we license some core piece of technology that uses the [more common] "m_" notation.

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After the disappointment of not getting my effect files to load properly this morning, I was determined to get it to work by the next work day. I want to get to the TRON style blur! After much frustration, I finally decided to start from scratch again and do what I always do. Examine, deconstruct, and copy an example. I decided to look at the shaders in my "DirectX 9 Programmable Graphics Pipeline" book. A crappy book, but it's got great resources on disk. <p

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Well, I've been thinking about how to make the ships stand out. The nice thing about moving to DX9 for this project is that I can code all the different techniques into one file (I think). This means really rapid development. Even you could modify the effect file and test stuff. Anyways, back to the question at hand. I think that it'll be pretty easy for us to do the staged approach we talked about. 1) Colored decals 2) Active circle in the player color. 3) Whole ship t

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Spent the morning talking with Alex and running him through the stuff I did yesterday <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0i

3 Replies 11,331 Views

After checking in the new camera and grid code for GalCiv2 Alpha, I spent the the afternoon trying to figure out how to get th <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {margin:0in; margin-bottom:.0001pt; font-size:12.0pt; font-family:"Times New Roman";} a:link, span.MsoHyperl

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