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by JeffR
Mon Dec 03, 2018 3:57 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84982
@Razer Yep, definitely the plan with faster, smaller(or, more targeted/specific) updates. For the toon shader, nothing for that right this second, but it'd be a really good example case for the custom shader feature stuff, so once all this PBR business is sorted, it's something possibly worth giving...
by JeffR
Tue Nov 27, 2018 7:33 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84982
@
User avatar
Razer
gunning for the end of the year, though we'll see if it gets pushed back a bit or not.
by JeffR
Tue Nov 27, 2018 7:47 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84982
Hey guys! Been a bit, but that's sorta to be expected with all the holiday madness around this time of year. Hopefully your holidays have gone swimmingly thus far. So, workblog update whatevernumberwe'reon, go! PBR Much like fusion, PBR is always just a little ways away. Unlike fusion, we're actuall...
by JeffR
Tue Nov 27, 2018 6:27 am
Forum: Rendering
Topic: model in 3.10 not correct but 3.9 O.K.
Replies: 14
Views: 946
Yeah, no problems. Let us know if bumping that limit worked. If so, then another approach if you want to keep the bone limit low would just be to split the mesh up into a few submeshes. the bone limit number is bones per-submesh, so if upping the limit works, then either of those approaches would wo...
by JeffR
Mon Nov 26, 2018 6:54 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84982
Sorry, meant the next workblog update. It's for 4.0-related stuffs though.
by JeffR
Mon Nov 26, 2018 6:53 pm
Forum: Rendering
Topic: model in 3.10 not correct but 3.9 O.K.
Replies: 14
Views: 946
Just to be sure, but in your last update with the side by side in the sector demo, you said that both are using the 137 bone rig. DId you up the bone count limit? If not, go ahead and just bump that guy up to like, 140 or whatnot and see what it does. I've been using 100 in my personal test builds, ...
by JeffR
Mon Nov 26, 2018 8:32 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 349
Views: 84982
Working on the next update, will be up tomorrow ;)

Holidays just made things a bit busier than the usual is all.
by JeffR
Mon Nov 05, 2018 4:12 pm
Forum: C++
Topic: writeBits vs writeFloat
Replies: 5
Views: 2840
It currently only gets used with ShapeBase's mesh hiding via passing in a BitVector. Idea being you can have a list of bits(to signify which submeshes are shown or hidden) and quickly network it down as a set(among other possible uses). In it's current state, it could probably considered a pretty sp...
by JeffR
Mon Nov 05, 2018 4:05 pm
Forum: MegaMotion
Topic: Damn, sorry for the lag but here's a helicopter vid.
Replies: 6
Views: 5779
Just gotta pair it up with feeding in google maps and VR and you could sell virtual flight sim tickets as the pilot! :P
by JeffR
Mon Nov 05, 2018 4:03 pm
Forum: Beginner
Topic: 4k anyone?
Replies: 5
Views: 3399
The listed display resolutions are fed via the native resolutions that the monitor itself supports, as I recall. So if your monitor isn't a 4k one, it won't show that as a regular resolution. That said, I've been working on the dynamic resolution scaling stuff(in cleanup/bugfixing stage atm) which a...
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