Hardware T&L
-
- Posts: 51
- Joined: Fri Jul 08, 2005 1:31 pm
- Location: India
Hardware T&L
In my opinion, the only thing preventing rf from being one of the top engines, is its lack of hardware T&L. Is someone already working on it? If not, it would be nice if someone took his time to implement it. I would have done it myself, if I were better at C++
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
I NEED HELP!
Yes I have been working on it for longer than I'd like to admit (I've started and stopped this project many many times)... Quest I'd like to try to send you what I have done so far which is very much a hack but I believe is going in the right direction... I'm going to bite the bullet and try to figure this out... But a fresh pair of eyes can help... At this point I'd like to work with Quest and/or anyone else willing so we can move this very important feature forward... I have a particular nasty bug that has stopped me in my tracks... The bug is that the indivual polys that make up an actor are not rotated properly.... For very small meshes this does not seem to be a problem but most meshes I believe this would be problem.... It's very strange... The animations however are still uniform and look proper if you play them... I think I tried to send this to you (Quest) the code through e-mail but had I had some bandwidth problems since my upload is much slower than my download speed... Does this web site allow ftp?
- Attachments
-
- TnL.jpg
- (35.71 KiB) Downloaded 348 times
Here's another picture of TnL in action... for this actor it seems to work just fine but it's not so complex...
- Attachments
-
- goodTnL.jpg
- (34.74 KiB) Downloaded 339 times
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
totally understand you... I've been working on the stencil shadows for longer than a year (or was it 2?)Yes I have been working on it for longer than I'd like to admit (I've started and stopped this project many many times)...
unfortunately public ftp upload is not supported by this siteI think I tried to send this to you (Quest) the code through e-mail but had I had some bandwidth problems since my upload is much slower than my download speed... Does this web site allow ftp?
you may try to mail the code to realityfactory@gmx.at
if it doesn't work, I'm sure we can find another way...
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
-
- Posts: 51
- Joined: Fri Jul 08, 2005 1:31 pm
- Location: India
I don't know what exactly hardware t&l is but ...
I set up an ftp space at:
http://realityfactory.altervista.org
I send username and password to QoD. The space is totally 100MB + other eventually 100MB. No file limit upload. The use will be decided by QoD (even not use this space....) but you have to remember that is a public space so you will have to use it respectfully to the Community.
I set up an ftp space at:
http://realityfactory.altervista.org
I send username and password to QoD. The space is totally 100MB + other eventually 100MB. No file limit upload. The use will be decided by QoD (even not use this space....) but you have to remember that is a public space so you will have to use it respectfully to the Community.
Hardware TnL is hardware accelerated Transformation of polygons and Lighting... It is a prelude to shaders which give you more contrrl over of this hardware transform/lighting pipeline. If coded properly we could get much higher frame rates with much more complicated geometry on-screen...federico wrote:I don't know what exactly hardware t&l is but ...
I set up an ftp space at:
http://realityfactory.altervista.org
I send username and password to QoD. The space is totally 100MB + other eventually 100MB. No file limit upload. The use will be decided by QoD (even not use this space....) but you have to remember that is a public space so you will have to use it respectfully to the Community.
TnL and shaders are related in that they both are hardware acceleration of transformation and lighting engine... Some books called TnL the "default" shader... Honestly if the problems with this portion of my dx7 TnL code can be solved I would be all for moving forward with dx9 code... I too am hoping we can get this stuff done as soon as possible...
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact: