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  • Re: [2.0] Fonts in 3D space & Viewport.Unproject

    Hello, You can use the Viewport.Project(Vector3 src, Matrix proj, Matrix view, Matrix world). Pass in the 3d world vector, the camera's view and projection matrices, and matrix.Identity as the world (unless you have your own world matrix...). Viewport.Project() will do the scaling calculation for you. Once you have the 3d screen coords ...
    Posted to XNA Framework (Forum) by dexy on 6/8/2008
  • Re: ModelMeshPart -- why read-only?

    I totally agree! I think it would make life much simpler if  Models (and related classes) could be instantiated manually by default. I hate the word sealed. There are many situations (when using various MS products!) where an attempt of mine to find a workaround for a problem was thwarted by a class in a library being sealed. And ...
    Posted to XNA Framework (Forum) by dexy on 6/8/2008
  • Re: Unproject() Insanity

    Thankyou everyone for replying. I've been a bit busy, bit i got back on to 3d stuff last week. I've been playing around with a generic octree, go figure. So I implemented a method to get a list of octree nodes currently under the mouse cursor (hello Unproject()!). I just plugged in my unproject method and it seems to be working ...
    Posted to XNA Framework (Forum) by dexy on 6/4/2008
  • Re: Perspective corrected variance shadow mapping (for directional lights)

    heheh yes, my card is quite old, but it could run Doom3 on maximum settings and get about 10-20fps. Which is a hell of a lot more than is happening in my little scene with 3 objects. I know the fill rate is the big limiter with this card, but it just seems that it's the extra render target switching that is killing the performance.. ie. if I ...
    Posted to Game Algorithms (Forum) by dexy on 5/6/2008
  • Re: Perspective corrected variance shadow mapping (for directional lights)

    Thanks for the input, I've mainly been learning about LiSPSM from the Vienna University: http://www.cg.tuwien.ac.at/research/vr/lispsm/ They have some sample code in there, for openGL. I think it's just confusing me because they are doing some coordinate system changing in there. Anyway, I'm considering all options, including cascading maps. ...
    Posted to Game Algorithms (Forum) by dexy on 5/2/2008
  • Re: Perspective corrected variance shadow mapping (for directional lights)

    Thanks Ashtour, That's essentially what I've done for the directional light in my scene. The dark shadow in the screenshot is cast by a directional light that is focused on the model - ie looking at the model and scaling to fit the general area that it is in. However I am after a technique that I can use to store a whole scene in a single shadow ...
    Posted to Game Algorithms (Forum) by dexy on 4/27/2008
  • Perspective corrected variance shadow mapping (for directional lights)

    Hello! I'm wondering if someone can maybe help me out. I've been playing with variance shadow maps. They seem to be the only type of soft shadowing I can do with PS_2_0 shader version that I am targeting. They seem to be working well. http://www.mediafire.com/imageview.php?quickkey=d1w0y1ydr20&thumb=6 The problem I have come across ...
    Posted to Game Algorithms (Forum) by dexy on 4/27/2008
  • Forum posts making Internet Explorer crash

    Hi... I didn't know where else to post this.. so.. sorry... Certain forums on this website crash my IE. I thought it was just me until the same thing happened to me when using the forums at work. The details are: IE 6.0.2900.2180 SP2, Windows XP Pro SP2 It seems to happen on posts where someone has pasted code into the main body instead ...
    Posted to General (Forum) by dexy on 4/22/2008
  • Re: Projecting into world space precision issues.

    Hello, Over the past week I have been battling various problems with unprojecting screen coords. I have written my own unproject method because I am not satisfied with the result that Viewport.Unproject gives. My method uses a homogenous screen vector as the input (with W component of 1.0) before being transformed by the inverse projection ...
    Posted to Game Algorithms (Forum) by dexy on 4/19/2008
  • Re: Unproject does not return correct results [XNA 2.0]

    Thanks Zman,I think I got the 404 because I wasn't logged in to connect at the time. I logged in then went searching for unproject manually.I'll make a little repro example when I get a chance to demonstrate problems with unproject(). It will also contain my solution to the problem, which I have outlined in a posthere. ...
    Posted to XNA Framework (Forum) by dexy on 4/17/2008
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