Recent content by cubrman

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    Understanding diffuse lighting in The Division

    The latter (obviously) - we cannot allow graphics to look unreal. Now for the answers: Darn, if thatt truly is the case I am very sad cuz I would love to have such effect in our engine. Well I also think that they are using some sort of extra texture for this stuff, that is the hat and the...
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    Understanding diffuse lighting in The Division

    Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making everything around it superbright? Cuz that's what my humble attempts resulted in. I can...
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    How would you implement a "dripping smoke" shader like in DOTA 2

    I was able to profile DOTA 2. If anyone stumbles upon this, you just need to enable "autodetect launched 3D apps" in GPA Monitor Preferences. Thanks everyone for your help.
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    How would you implement a "dripping smoke" shader like in DOTA 2

    Yes, if you mean Program Files. They are located at D:\Program Files\Steam\steamapps... If there is now way to capture a frame for profiling without running the game with the monitor turned on, I don't know how one can profile DOTA 2.
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    How would you implement a "dripping smoke" shader like in DOTA 2

    Andrew, unless I am doing something wrong, the good days are gone now :). I launched our game with GPA and could successfully capture a frame and profile it, but when I did the same with DOTA 2 - it started properly, showed me the infamous headvalve screen and then restarted without the monitor...
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    How would you implement a "dripping smoke" shader like in DOTA 2

    Thanks everyone for your replies. corysama, ok if they use polygons how does they make the smoke follow the wings when the model turns? Especially during the transformation animation? Maybe they animate the polygons (flags) togather with the model to make them follow it? In any case of you can...
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    How would you implement a "dripping smoke" shader like in DOTA 2

    DOTA 2 has a number of interesting effects one if witch looks like smoke, dripping from a model. Watch it here (between 1:09 and 1:16): http://www.youtube.com/watch?v=b7TsYURjEos The smoke follows the model and leaves a trail in the air. I am wondering how they did both on the CPU and GPU...
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    My indexed deferred lighting system suffers from texture presition loss.

    I have actually posted a solution this morning. The website said: "your message will not be seen until it has been moderated". If it has been lost by the website's software, please contact me.
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    My indexed deferred lighting system suffers from texture presition loss.

    I have found a solution that allows for an (arbitrary) unlimited number of overlapping lights on any view ray. This method is based upon the stencil index packing method described in the original article. To implement it you will need 1 32bits texture for every four overlapping lights plus one...
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    My indexed deferred lighting system suffers from texture presition loss.

    Hi, I am implementing indexed deferred rendering engine according to Damian Trebilco's article from here: http://lightindexed-deferredrender.googlecode.com/files/LightIndexedDeferredLighting1.1.pdf In my case I don't want to make a geometry prepass and will therefore capture every...
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