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wh1sp3r

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Everything posted by wh1sp3r

  1. problem is, it can't display C++/CLI Intelisense
  2. i said, try it yourself make own terrain, don't use LE terrain.
  3. 1. you can pay with paypal or google checkout 2. You will get LE SDK (headers for bmx, c++ ), tools for converting models, textures, Editor, Access to the forum = support, free models, sounds, code from Download section 3. i think, It's not needed It's up to you.
  4. I am not owner of Speedtree -> I don't have source, but if you buy ST, you will get library for loading their trees into engine.
  5. you have to buy SpeedTree sdk and will have the plugin, which you have to implement self into engine.
  6. you can make them self It's not that big problem, but you need a own editor for that, that's could be a problem.
  7. hmm yes, Carl is right .. I am slow, because I am working on more stuff at the same time. I have new ideas for particle editor, so i decided rewrite it if you have any ideas, what it should do, it's a great time to write it there before I start again.
  8. 1. you can use decals for small areas with different textures too there is lots of ways
  9. Hey, i have problem read pixels from the screen, could you please check it ? It's an small example where is a black place .. it shows different values. On bottom of screen, there are lots of colours and it shows zeros, lol perhaps, I am doing it wrong, don't know thank you
  10. i made few changes and It's not PBO problem. It's glReadPixels command problem. if i use it without any PBO, it returns wrong colours.
  11. I have problem with Reading pixels from PBO. This is a example project. You have to set a abstract path to your SDK. If you run it, you will see a skybox and white-black small images. This images should be on position, where green colour is bigger than 240, but ... looks like, It's flipped and buffer is repeating three, four times ... why ? Thank you for help
  12. ftp://78.102.70.147/Request/request2.jpg When i set SIZE 1, i would like to be able hide only ONE polygon, not 3x3 or 4x4 or how its size
  13. I want to match terrain with my model, but It's impossible with so big polygons. It could be nice to move with vertives on X and Z axes and it can be still heightmap Perhaps, you can make another file called Terrain_Name_Offsets, where offset of all vertives are saved .. it will be really helpful. ftp://78.102.70.147/Request/request1.jpg
  14. ok, i converted RGB to HSL, and where L is bigger then something .. there is a place for this effect. i will use a gaussian blur I am curious, how will it look like
  15. i have Vignetting shader done, it's really easy but i have problem with Bookeh effect, because i don't know, how to detect hightlights when skybox is on scene it has usually same colour as hightlights of other objects in scene but there are no bookeh effect on the sky so .. my question is simple, how to detect right hightlights ?
  16. perhaps, you need to pass a framework variable to lua somehow ? i think, it's in wiki somewhere
  17. Michael: yes sir going to continue
  18. yes it's using a gradient map in pixel shader.
  19. I have two ways for free or nothing, hehehehe
  20. when you have a scene with lots of objects with lots of textures .. i think It's better to make one big texture, which contain 4 textures, becuase Binding texture is not so fast and it can make a big difference in large scene.
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