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The Aav dev blg

The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2) Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. That'll be quite dramatic. Links to this post. Well, in my l...

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The Aav dev blg | aavdev.blogspot.com Reviews
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The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2) Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. That'll be quite dramatic. Links to this post. Well, in my l...
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The Aav dev blg | aavdev.blogspot.com Reviews

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The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2) Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. That'll be quite dramatic. Links to this post. Well, in my l...

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The Aav dev blg: 64-bit Win!

http://aavdev.blogspot.com/2009/05/64-bit-win.html

The Aav dev blg. Wednesday, May 13, 2009. I got ColorLab running natively in the public Windows 7 RC today, under Vegas Pro 9 64-bit (yes indeed), and the experience was painless. My ColorLab code is 64-bit safe already, thanks to the Visual C compiler checks. There were just a few hiccups (and even one blatant bug) in the DXMedia SDK files. So the thing is, Sony Vegas as of 2009 still uses smoking hot DirectX Transform plugin technology. It's at least. Subscribe to: Post Comments (Atom).

2

The Aav dev blg: Fixed cost gaussian blur (or: what no-one else will tell you)

http://aavdev.blogspot.com/2009/06/fixed-cost-gaussian-blur-or-what-no-one.html

The Aav dev blg. Sunday, June 21, 2009. Fixed cost gaussian blur (or: what no-one else will tell you). Well the title's a bit of an exaggeration. But this piece of code is used in ColorLab for calculating the gaussian blur kernel. You get an almost arbitrary blur strength (sigma) for an almost fixed cost (in fact it's faster the stronger the blur). It does this by approximating a little:. Assumes you first scale down the image using a box filter N times (the algorithm gives you the N).

3

The Aav dev blg: June 2009

http://aavdev.blogspot.com/2009_06_01_archive.html

The Aav dev blg. Sunday, June 21, 2009. Fixed cost gaussian blur (or: what no-one else will tell you). Well the title's a bit of an exaggeration. But this piece of code is used in ColorLab for calculating the gaussian blur kernel. You get an almost arbitrary blur strength (sigma) for an almost fixed cost (in fact it's faster the stronger the blur). It does this by approximating a little:. Assumes you first scale down the image using a box filter N times (the algorithm gives you the N). Links to this post.

4

The Aav dev blg: May 2009

http://aavdev.blogspot.com/2009_05_01_archive.html

The Aav dev blg. Tuesday, May 19, 2009. Windows Installer/MSI files are such a nightmare to work with. I think this MSDN page. Speaks for itself. And that was just one detail of what I just went through. Links to this post. Wednesday, May 13, 2009. So the thing is, Sony Vegas as of 2009 still uses smoking hot DirectX Transform plugin technology. It's at least. Ten years old, DirectX Media saw its last release in the age of DirectX 6 (! And that's really quite depressing. Why Sony, why? Links to this post.

5

The Aav dev blg: May 2008

http://aavdev.blogspot.com/2008_05_01_archive.html

The Aav dev blg. Saturday, May 3, 2008. Compressing normals (and other unit vectors). A while ago I was thinking about compact GPU-friendly vertex data formats to use for normals and other unit vectors (tangents, bitangents etc). Among the most interesting are DEC3N. Which is 10 bit per component (-511.511), and the simple method of just quantizing to (-127.127) range and stuffing the vector in UBYTE4. These all let you store a unit vector in a DWORD. Vectors than there are ones expressable as unit.

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The Aav dev blg

The Aav dev blg. Wednesday, November 17, 2010. Skylight shadow and stuff. For OpenGL 3 capable cards, I added support for EXT texture arrays. This helps to solve the texture atlas issue, so now there is full mipmapping and anisotropic filtering in there with zero tiling problems. Just wish it was available on older hw too. 2) Same set of textures, and still point filtered in this one. Eventually I will port over my sky system from the old game. That'll be quite dramatic. Links to this post. Well, in my l...

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