Search found 33 matches

by TVM Cracklings
29 Oct 2015, 16:01
Forum: General Discussion
Topic: looking for gamer laptop with touchscreen ...
Replies: 16
Views: 6136

Re: looking for gamer laptop with touchscreen ...

I think it's actually this one on amazon.de.

I like the free FL Studio a lot btw :p
by TVM Cracklings
19 Oct 2015, 18:09
Forum: How to...
Topic: [Shader] Annotation "SasUiSteps" not working as intended
Replies: 0
Views: 1119

[Shader] Annotation "SasUiSteps" not working as intended

I've already encountered this problem a few times, not sure if I'm doing anything wrong, and it's not breaking anything, but it's still a bit annoying. So, the problem: Say you declare some variable in the shader node: float x<string SasUiLabel="xxx"; float SasUiSteps=.001;> = 0.f; The GUI is suppos...
by TVM Cracklings
19 Oct 2015, 17:47
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Oh, should be this link P.S., PosO.w would be 1 if not modified somewhere in the shader. The idea is to have a nice easy way to translate a 3d vector: To move r=(x,y,z,1) in the x direction for 1 unit length, you just have to multiply it by (1,0,0,1) (0,1,0,0) (0,0,1,0) (0,0,0,1). So you basically t...
by TVM Cracklings
19 Oct 2015, 17:33
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Unfortunately, what you're trying to achieve is only possible from dx10 up, by only supplying vertex indices to the vertex shader with no attributes. Check this out for more precise info. That, btw., is exactly what lerou was talking about, creating geometries in shaders. As you've probably figured ...
by TVM Cracklings
17 Oct 2015, 05:57
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Hey Vincent, could you probably describe in words what you're trying to achieve with this? And what is your MyPos array? In your previous post, you mentioned homography transformation. You could google "translation matrix", "scaling matrix" and "rotation matrix" for more info in that regard. Do bare...
by TVM Cracklings
09 Oct 2015, 16:17
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

That's what old GPUs were designed for ;) Modern GPUs offer compute shaders and are designed for you to generate and modify geometry. Excuse me, I was thinking about DX7 when talking about "modern gpu" :lol: To make the point clear, you were absolutely right. I was just trying to keep it as simple ...
by TVM Cracklings
09 Oct 2015, 07:01
Forum: How to...
Topic: Mesh and vertex buffer
Replies: 18
Views: 6100

Re: Mesh and vertex buffer

Right now in Ventuz there's no way to access the FBO afaik. Though normally you wouldn't want to modify the models directly anyway. Instead, like lerou said, the normal approach would be to load your mesh, and transform it in the vertex shader using matrices. That's what modern GPUs are designed for...
by TVM Cracklings
07 Oct 2015, 16:07
Forum: How to...
Topic: C# write a text file
Replies: 5
Views: 2090

Re: C# write a text file

Don't forget to escape the backslash in the path string, or replace it with a normal slash.
by TVM Cracklings
07 Oct 2015, 04:18
Forum: How to...
Topic: [Shader] Interacting with Ventuz GUI
Replies: 4
Views: 1861

[Shader] Interacting with Ventuz GUI

Hi all, I'd like to know how to create tabs under the properties window, and of course, how to put objects under those tabs. I'm coming to a point where having some 20 odd uniforms all jammed under the same default "Parameter" tab gets a bit messy. I know it can be done, like in the following screen...
by TVM Cracklings
06 Oct 2015, 08:17
Forum: How to...
Topic: How to obtain eyeposition in shaders?
Replies: 2
Views: 1346

Re: How to obtain eyeposition in shaders?

Oh, and you can always pass your camera position in world space as uniform variables if everythings else fails.

Or take a look at the glm::lookAt() function and implement it directly in your shader. This would even save you a camera node. :lol: