Search found 5 matches
- Tue Feb 21, 2012 2:27 am
- Forum: Suggestions
- Topic: Hi-Def
- Replies: 7
- Views: 30243
Re: Hi-Def
glad I could be of help, I took some liberties, for instance using the instancing buffer to store the colour index, and then reading it from a single texture, this removed the need for branching in the shader and saved on constants so the number of objects per batch is on par with the original. I'm ...
- Tue Feb 21, 2012 2:00 am
- Forum: Suggestions
- Topic: Hi-Def
- Replies: 7
- Views: 30243
Re: Hi-Def
LOLFe_Yoshi wrote:Brute-force not working just means you didn't use enough brute-force.
- Tue Feb 21, 2012 1:33 am
- Forum: Suggestions
- Topic: Hi-Def
- Replies: 7
- Views: 30243
Re: Hi-Def
Spent a few hours playing with the demo's, found the Brute Force fall back to be pretty crippling (especially on the broadphase stress test) so Imodified the original BEPUphisicsDrawer project. It is designed to be dropped in as a replacement and is only for use if Reach is the only available profil...
- Sun Feb 19, 2012 9:57 pm
- Forum: Suggestions
- Topic: Hi-Def
- Replies: 7
- Views: 30243
Re: Hi-Def
It's ok, I downloaded the latest source and can see that the demo is bundled with it, I'll compile under reach myself and see if your fallbacks do indeed work as predicted. Thankyou for the response. I'll keep you posted should I run into any difficulties. I'm looking forward to seeing what this phy...
- Sun Feb 19, 2012 9:16 pm
- Forum: Suggestions
- Topic: Hi-Def
- Replies: 7
- Views: 30243
Hi-Def
just a small suggestion, some of us users have machines that aren't capable of Hi-Def, could you build the demo under Reach profile please =]
i'm guessing you don't use multiple render targets and Shader model 3 just to show off the physics engine. thank you kindly =]
Duffy
i'm guessing you don't use multiple render targets and Shader model 3 just to show off the physics engine. thank you kindly =]
Duffy