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  Thread: Shadered material usage as ImagePtr
Post: RE: Shadered material usage as ImagePtr

This is exactly what Esenthel already said, btw, I mentioned this thread in first post, thanks :)
Hokan Beginner Questions 4 3,197 09-07-2015, 01:09 PM
  Thread: Shadered material usage as ImagePtr
Post: RE: Shadered material usage as ImagePtr

Quote:Why not just use Alpha Blending, draw the image with different opacity? You mean Image::draw3D method? Well, I would like not to make any hacks and use engine API and structures as much as poss...
Hokan Beginner Questions 4 3,197 09-07-2015, 07:19 AM
  Thread: Shadered material usage as ImagePtr
Post: Shadered material usage as ImagePtr

To get natural moon image during day circle, I want to blend moon's pixels with sky pixels, based on relative moon-to-sky position. Cause this operation should be real-time shaders can handle it. I'v...
Hokan Beginner Questions 4 3,197 09-03-2015, 11:39 AM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

SOLUTION: Finally figured, what was wrong: Use Image objects To get ImagePtr from Image, just call pointer operator: imagePtrObjectInstance = &imageObjectInstance Create Image object, and expli...
Hokan Beginner Questions 14 8,380 08-22-2015, 04:03 PM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

UPDATE: If I create image via Code: auto width = originalImage()->w(); auto height = originalImage()->h();               ...
Hokan Beginner Questions 14 8,380 08-22-2015, 02:54 PM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

According to cache element assignment operator signature, it has 2 overloaded implementations. One of each is CacheElmPtr& operator=( TYPE *data);, so why can't I pass pointer to Image instance cr...
Hokan Beginner Questions 14 8,380 08-19-2015, 11:01 AM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

Sure, but when I use Images' assignment operator, doesn't cache should check if he has data, and, if not, copy it and set reference count to 1?
Hokan Beginner Questions 14 8,380 08-19-2015, 06:48 AM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

Yeah, was third or fourth thought came to my mind - even if all pixels have 1.0 alpha value, image doesn't renders.
Hokan Beginner Questions 14 8,380 08-18-2015, 07:48 PM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

Yes, image's mode is IMAGE_2D. I've even thought colour format is the reason and tried BRG, DXT_1, DXT_3 and DXT_5 along with RGB - nothing helped. Tried locking and unlocking each frame and lockRead...
Hokan Beginner Questions 14 8,380 08-18-2015, 07:12 PM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

(08-17-2015 08:33 PM)Hokan Wrote:  I'm sure that "maskedMoonImage" filled with correct data - data can be exported to png file perfectly, but in application moon not renders. Double checked thi...
Hokan Beginner Questions 14 8,380 08-18-2015, 06:58 PM
  Thread: [SOLVED] Plain cache objects creation
Post: RE: Plain cache objects creation

Thanks for answer, but this did not help. And this is seems right - heap pointer from "new" call doesn't differ from pointer to stack Image variable. Images.contains(&maskedMoonImage); call still...
Hokan Beginner Questions 14 8,380 08-18-2015, 05:46 PM
  Thread: [SOLVED] Plain cache objects creation
Post: [SOLVED] Plain cache objects creation

Hi everyone, Can't get how exactly cache works. Is it just map of shared pointers, wrapped in own methods and classes, or something more? I was trying to implement moon phases, so I planned to: Cre...
Hokan Beginner Questions 14 8,380 08-17-2015, 08:33 PM
  Thread: [SOLVED] EE::Image rotation method
Post: RE: EE::Image rotation method

Thanks again, I'll mark post as solved
Hokan Beginner Questions 6 3,785 08-10-2015, 08:05 AM
  Thread: [SOLVED] EE::Image rotation method
Post: RE: EE::Image rotation method

Thanks for answer, but Image.drawRotate really draw rotated image. I'm searching for in-memory rotation method. Is it possible to load image in GPURAM, run rotation shader once, than upload result im...
Hokan Beginner Questions 6 3,785 08-09-2015, 09:17 AM
  Thread: [PARTLY SOLVED] Sky/horizon colour blenging glitch
Post: RE: Sky/horizon colour blenging glitch

Possible solution I figured that cause of these stripes are rays colour values. More rays colour luminance value differs from 0, more sun's brightness go from below horizon. Not to mention, that high...
Hokan Graphics 5 3,800 08-06-2015, 06:09 PM
  Thread: [SOLVED] EE::Image rotation method
Post: [SOLVED] EE::Image rotation method

I have really dumb question. Is there anywhere in EE rotation image method? Sure, I can use image rotation formulas, like: Code: resultXPixelPosition = Cos(DegToRad(angleInDegrees)) * (originalPix...
Hokan Beginner Questions 6 3,785 08-06-2015, 04:49 PM
  Thread: [PARTLY SOLVED] Sky/horizon colour blenging glitch
Post: RE: Sky/horizon colour blenging glitch

Thanks for advise, but this didn't work. Setting D.viewRange(1000.0f); renders full world, but doesn't make stripes disappear. By the way, D.highPrecColRT(true); surely increase GPU-memory usage (my ...
Hokan Graphics 5 3,800 08-05-2015, 05:58 PM
  Thread: [PARTLY SOLVED] Sky/horizon colour blenging glitch
Post: RE: Sky/horizon colour blenging glitch

Thanks! Works like charm. Will this flag tremendously increace memory usage, like twice (8-bit per colour to 16)? I've tested just sky/horizon and two suns rendering with Process Explorer and didn't f...
Hokan Graphics 5 3,800 08-04-2015, 05:10 PM
  Thread: [PARTLY SOLVED] Sky/horizon colour blenging glitch
Post: [PARTLY SOLVED] Sky/horizon colour blenging glitch

For atmospheric sky EE blends sky and horizon colours fine only for complimentary colours. [img]http://imageshack.com/a/img912/5092/SNLF8j.png[/img] If I set sky/horizon colours close (by RGB) to eac...
Hokan Graphics 5 3,800 08-03-2015, 07:05 PM
  Thread: [SOLVED] RGB to HSB conversion formula
Post: RE: RGB to HSB conversion formula

Thanks for answer, I'm not a source licence owner, but it seems that EE conversion works like: RGB -> regular HSB/HSV -> (h, s, v) EE_h = h / 360 EE_s = s EE_v = v * 255 Consider this question ...
Hokan Graphics 2 4,314 07-26-2015, 11:04 AM