Hello,
attached a little fun scene, not perfect. Have to figure out how to spread the texture over the whole mesh...
Have fun, joschy
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THE FORUMS ARE CLOSED!
Please join our discord server HERE!! << click me
We are shutting our Ventuz Forum, but don't worry, it will all be archived for you to search in if you have a query. From now on, please add all your comments, questions or observations into our Discord Server
Thanks for the great time - see you on discord!!
Dee, Karol, Daniel and the whoooole Product and Support team!
Search found 142 matches
- 27 Jun 2013, 15:32
- Forum: Demo and User Scenes
- Topic: HLSL Snake
- Replies: 0
- Views: 2549
- 27 Jun 2013, 13:57
- Forum: General Discussion
- Topic: HLSL Matrix
- Replies: 4
- Views: 4404
Re: HLSL Matrix
it works, have to have the right orientation of the mesh
cheers, joschy
cheers, joschy
- 27 Jun 2013, 12:25
- Forum: General Discussion
- Topic: HLSL Matrix
- Replies: 4
- Views: 4404
Re: HLSL Matrix
I´ve reduced all the VS stuff and compare it again. RenderMonkey uses Dotproduct operations where Ventuz uses mul & mad operations, interesting..
- 27 Jun 2013, 11:54
- Forum: General Discussion
- Topic: HLSL Matrix
- Replies: 4
- Views: 4404
Re: HLSL Matrix
mmmhh, it seems that these line is different calculated:
[pos = 15 * Pos.z * (Pos.x * view_matrix[0] + Pos.y * view_matrix[1]);]
[pos = 15 * Pos.z * (Pos.x * view_matrix[0] + Pos.y * view_matrix[1]);]
- 27 Jun 2013, 11:15
- Forum: General Discussion
- Topic: HLSL Matrix
- Replies: 4
- Views: 4404
Re: HLSL Matrix
ok, i got it, but... [// Vertex shader program output struct VS_OUTPUT { float4 Pos: POSITION; float2 texCoord: TEXCOORD0; float color: TEXCOORD1; }; // Vertex Shader Program VS_OUTPUT VS(float4 Pos: POSITION ) { VS_OUTPUT Output; float3 pos; // Billboard the quads. // The view matrix gives us our r...
- 27 Jun 2013, 10:59
- Forum: General Discussion
- Topic: HLSL Matrix
- Replies: 4
- Views: 4404
HLSL Matrix
Hello,
i try to rebuild a simple shader example from AMD's RenderMonkey. I need therefor two matrixes, WORLDVIEWPROJECTION & VIEW, but it seems that only one matrix at the time is possible. See the attached pic... Or do i something wrong?
joschy
i try to rebuild a simple shader example from AMD's RenderMonkey. I need therefor two matrixes, WORLDVIEWPROJECTION & VIEW, but it seems that only one matrix at the time is possible. See the attached pic... Or do i something wrong?
joschy
- 18 Jun 2013, 11:57
- Forum: Demo and User Scenes
- Topic: HLSL - PageCurl
- Replies: 4
- Views: 4855
HLSL - PageCurl
Hello,
attched my first HLSL tryout based on http://wdnuon.blogspot.de/2010/05/imple ... using.html, hope you like it...
attched my first HLSL tryout based on http://wdnuon.blogspot.de/2010/05/imple ... using.html, hope you like it...
- 15 Apr 2013, 09:49
- Forum: General Discussion
- Topic: Ventuz 4
- Replies: 6
- Views: 6063
Re: Ventuz 4
me too
- 05 Mar 2013, 18:09
- Forum: How to...
- Topic: Matrix math - TouchMarker
- Replies: 3
- Views: 3062
Re: Matrix math - TouchMarker
strike, got it working
- 05 Mar 2013, 08:45
- Forum: How to...
- Topic: Matrix math - TouchMarker
- Replies: 3
- Views: 3062
Re: Matrix math - TouchMarker
Yeah, it seems the way to go. Thought there are similar functions like in unity3d.... ScreenToWorldPoint
greetings, joschy
greetings, joschy