---------------------------- Original Message ----------------------------
Subject: I get your GPU ray source..
From: ¼Ò¾Æ¶÷ [censored]
Date: Sat, January 26, 2008 10:48
To: [censored]
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to [censored]
hello I'm Korean Graduate student.
last time I'm get your source code.
I want arange GPU RAY source code.
Addition KD-Tree, and one pass Rendering.
what do you thninking about?
that is possibile?
that is efficient method?
waiting for your reply.
thank you.
From. Korean [censored]
Epic failures in the game development field.
This blog covers funny/weird issues and bugs from games that happened during development.
Send your own contributions to igetyourfail at repi.se (can be anonymous if specified)
Friday, February 29, 2008
Wednesday, February 27, 2008
Whooping and yanking
Hang After Passing An Assert When Yanking The Network Cable As The Last Gold Crate Explodes
The title does not seem to be asserting any longer, but it is still hanging after following the original steps (it is extremely timing specific, you must remove the network cable on the 35th 'whoop' of the alarm when the last crate is armed.)
We are obviously unable to provide you with a crash dump as reproducing this bug involves removing the network cable.
The title does not seem to be asserting any longer, but it is still hanging after following the original steps (it is extremely timing specific, you must remove the network cable on the 35th 'whoop' of the alarm when the last crate is armed.)
We are obviously unable to provide you with a crash dump as reproducing this bug involves removing the network cable.
Tuesday, February 26, 2008
Friday, February 22, 2008
Thursday, February 21, 2008
In search of tangent space basis
Error building vertex shader "ShaderCache/SrpXenon/VertexShaders/1104/6D497FE9-57EB-3786-AF3A-9A22702B96EA" using surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction" because of: Couldn't find vertex element "tangent" (available: pos, normal, texCoord0, index, worldTrans1, worldTrans2, worldTrans3) when building for surface shader "Objects/Undergrowth/Shaders/MP_Harbor_Destruction", vertex shader fragment "Systems/Undergrowth/Wind" and geometry declaration "Objects/Undergrowth/MudClump_01_Mesh_lod0/Stones_small_01:polySurface15_DUP_Stones_small_01:TnTShader1/StreamInstancingHalf". Caused by a mismatch of vertex elements between the state and the surface shader or vertex shader fragment (names are case sensitive).
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2008
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February
(12)
- I get your GPU ray source
- Whooping and yanking
- The lack of operation completion
- It's all full of lights
- Patient monkey
- Anyone missing a HTAB?
- 10 points to the Hyundai
- Cows have a place in motorsports too
- Monte Carlo Massacre
- Orange is beautiful
- Hungry bug, unhappy PS3
- In search of tangent space basis
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February
(12)