fearsomepirate said:And could someone translate darkblu's post into English and maybe provide some examples? I don't really understand it.
I second that too.
fearsomepirate said:And could someone translate darkblu's post into English and maybe provide some examples? I don't really understand it.
A meteor struck that half of the house?darkblu said:* as weird as it may sound, but it comes as a result from some complex alignment of rare circumnstances.
fearsomepirate said:Well, we do know that Sonic has some improved water shaders over what we saw on Gamecube. Not only do you have those nice, ripply reflections, but the surface is transluscent now. On Gamecube, I never saw reflections and transparency at the same time. I would venture that something's been improved beyond additional clock cycles to see what we're seeing. For one thing, Sonic Team never really programmed any interesting water shaders on the Cube to begin with. Best Cube water I saw was in FF:CC, edging out even BG&E. And I think Sonic is even better.
And could someone translate darkblu's post into English and maybe provide some examples? I don't really understand it.
Ooh-videogames said:Just want to know if I could get comments on the self-shadowing in this image, this is an image posted today on IGN, they have several others. Actually it was posted yesterday.
Ooh-videogames said:Just want to know if I could get comments on the self-shadowing in this image, this is an image posted today on IGN, they have several others. Actually it was posted yesterday.
fearsomepirate said:I am noticing the lack of FSAA, though. It almost seems like Nintendo is going out if its way to make the GPU unreasonably underpowered.
fearsomepirate said:And could someone translate darkblu's post into English and maybe provide some examples? I don't really understand it.
darkblu said:well, the simplest explanation would be, just think of it as a facility for cotrol over the texure stepping pattern, which otherwise is quite rigid, i.e. some line in screen space inverse-projected to texture space (producing a hyperbolic patter).
pc999 said:Personally I tink it looks like a GC game, I suposse that between the E3 versions and final version (or render targes) there should be some good suport for shadows (in HW) as it is hard to belive that every body who try to give a better look to its game ended with high qualitity and similar shadows, for me this is a prove that we must wait to really see what as been done to wii. You can see that others E3 games (eg Sonic, also new ss on IGN) is similar to this too.
pc999 said:So it can add (dinamic) paterns to the texture using the value of some direction, is that?
darkblu said:well, the simplest explanation would be, just think of it as a facility for cotrol over the texure stepping pattern, which otherwise is quite rigid, i.e. some line in screen space inverse-projected to texture space (producing a hyperbolic patter).
Ok, indirect texture access can be used to create effects such as heat-shimmer in air and refraction in glass and water. You've probably played Doom3 or Farcry for example on Directx 9 hardware and for example looked through glass windows in the Mars base and seen how they distort the screen. What is happening is - described as a layman understands it, I'm not an engine programmer - that first the scene is rendered straight up to a texture, without the transparent glass. An engine could be smart and use portals or such to only render the view visible through the glass, and not the stuff around it. Then the scene is re-rendered for real, with an invisible "offset" texture map covering the window. This offset map indicates how much the GPU should shift the next texture read from the previous render-to-texture map of the view behind the glass. This will distort the view of what is seen through the glass. *Edit: that wasn't so good an explanation. I will try again, heh.fearsomepirate said:Oh, it's all so clear now. No, seriously, explain as you would to a child.
darkblu said:yes. dynamic variations in the texture access patterns.
Second pass is to render what is around the window only, and then texture the view through the window using the render target from the first pass, using an offset texture map/indirect texturing. At the same time, blend in the texture of the glass itself (dirt, smears, cracks etc).
BTW specs for the remote, 30-60 hours of batery.
pc999 said:Still isnt 16Mgs overkill for indirect texture (like it is said to be ... ... "somehere" in the GPU/LSI, in the last IGN report, many pages ago)?
OtakingGX said:I'm trying to think of an obvious case of this. Certain enemies in Metroid Prime 2 will shoot you and cause your visor to momentarily bug out on you. Is all the distortion to the scene done via indirect texturing?
Ooh-videogames said:I think it has something to do with the size of textures to be used, based on the patent I posted above. It mentions 1024.times.640 8 bit Y image; 528.times.320 8 bit U image; and 528.times.320 8 bit V image