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Talen Does New Zealand

2009-05-09 16:42:57 — n0nst0p (talen)
So I set up a blog for Talen so he could report his doings in New Zealand. Also added a little button on the right, so you wouldn't forget. ^^
Have fun reading.

-n0n

Have you ever released something? If you have, then you know that every time you build the final package, you discover that something is not quite perfect or was left out or something.

We've been fixing small bugs since about 2AM and we're still not quite there yet. :p
Anyway, I had planned to release this piece of shit by 3AM and catch what little sleep I could before heading to work, but seeing as it's almost 7AM now I think that option is no longer open.. Oh well, it's not like this is the first time I've been up for 2 days straight. Muhv should remember the last time. :D

Roughly about an hour before the dealine, hopefully our project leader will wake up in time to take credit for everything.

..Fuck it. I'll take a shower and smoke some %¤"# and walk to work. That should fix everything, right? I mean, what could possibly go wrong?

Edit: I just remembered something: in the last ~36h I've eaten exactly 5 wieners with some pastry around them.. That explains the strange feeling of enlightenment.

Your favourite sleep deprived developer
-n0n



Doctor Who Easter Special

2009-04-14 10:22:44 — hax (review,rant,tv)
When RTD doesn't have a Doctor's Companion to fall back on, he spews out those "random people stuck in a life or death situation" stories. Usually there are two possible outcomes for those stories: everyone except the Doctor dies or most of them live.

The Easter special was another one of those. This time we had random people in a bus stuck on a desert planet. Most of them lived.

It was boring. Try to be original for once, RTD.

4/10

Thankfully Steven Moffat (Doctor Who 3x10 "Blink", Jekyll) is gonna take over next year.

M.U.H.V.

2009-04-10 16:28:58 — n0nst0p (music)
So I finished another one of my abominations: M.U.H.V.

-n0nst0p

I was converting one of my old shadowmapping implementations that used the fixed function pipeline to a more modern version that uses shaders and I ran into a little glitch that may be easy to miss for others as well.

In the old days you'd set the texture parameters for a depth texture to something like this:
 Code
  1. glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
  2. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
  3. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 


Now if you carelessly left those in when converting your implementation to a Cg version then debugging the depth map by shader is impossible, since Cg's tex2D call will always do a shadow map lookup and compare (which will always result in getting a value of 1.0).

Just thought I'd record this somewhere for future reference.
-n0nst0p

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