I’ll put up a new zip of the whole thing in a min, with the mouse locking as an initially disabled flag in the config, no Cg debug crap, y-axis (well, more x-axis, but up<=>down) flag which is initially set as off in the config and the fixed shaders.
Las time I forgot to test the application with all levels of detail. Here are the result (I am using a Realizm 100 card)
level 1: all looks perfectly.
level 2 (parallax): the parallax effect only looks good when the camera vector is close to be perpendicular with the wall that has the parallax applied, here is a screenshot
level 3: The effect simple doesn’t look as it should: screenshot
Dorbie: I’ll get to that…just tryin to get ATI workin.
Ffelagund: :eek: bugger, the parallax looks alright, its just it has an unusually high bump scale.
Go to ‘Media\ModelBumpParallax.Cg’ and in the function ‘Fragment’ change
Offset = Offset * 0.03f - 0.015f;
with something lower like:
Offset = Offset * 0.02f- 0.01f;
As for Levels 3 and 4, i have no idea whats going on there…have you tried Fpo’s Relief Mapping demo? or the Relief mapping shader that comes with ‘Shader Designer’ and ‘Render Monkey 1.5’? if not, then give them a try…see if you get the same results.
Nice job. Runs at around 20-30 fps on my 6800GT using forceware 71.89 @ 1280 x 1024 using bump+relief+selfshadow. A few suggestions though: hide the mouse cursor, and add a crosshair; and smooth out the mouse movement - a bit too jerky for my taste.
Originally posted by dpoon: hide the mouse cursor, and add a crosshair; and smooth out the mouse movement - a bit too jerky for my taste.
I’ll hide the cursor when the mouse is locked to the screen flag is on.
the jerkyness is mostly due to my temporary timing system.
I havent implimented high precision timers yet, so atm the just the amount of time passed per sec is just a flipped FPS counter (1/FPS ~= time-in-sec) it produces smooth (but varying) movement (as opposed to ‘GetTickCount()’ which is choppy)…that wll be taken care of soon enough.
Originally posted by Twixn:
[b]Dorbie: I’ll get to that…just tryin to get ATI workin.
Ffelagund: :eek: bugger, the parallax looks alright, its just it has an unusually high bump scale.[/b]
Sorry, these last days I’m seeing bugs lurking me around the corners. :rolleyes:
As for Levels 3 and 4, i have no idea whats going on there…have you tried Fpo’s Relief Mapping demo? or the Relief mapping shader that comes with ‘Shader Designer’ and ‘Render Monkey 1.5’? if not, then give them a try…see if you get the same results.
Thanks for your help.
-Twixn-
I’m the writter of Shader Designer(SD) ,and I ported the relief shader to the SD(it works perfectly here)
Originally posted by Ffelagund: I’m the writter of Shader Designer(SD) ,and I ported the relief shader to the SD(it works perfectly here)
LOL…ok, well…nice job
There appears to be some clipping issues with the weapons. This is especially noticeable when you move up close to a wall or a crate. Anyway keep up the good work.
dorbie i get your copyright to the point that i don’t feel it is worth disputing here. if you want to copyright bits and bytes that is up to you, but you can’t copyright a wooden chair like you can mickey mouse. simply moving vertices around and smapping out and modifying textures would probably be enough to totally remove any chance of provability save for some people trying to put unremovable undeniable watermarks in textures and significantly high resolution geometry.
as for turbosquid i ended up there once. the free data was all extremely low quality and too numerous to browse reasonably. if nothing else it needs to be able to sort the data against quality (at least i couldn’t find such a feature as i recall and if was there it didn’t work). the price tags are rediculous as well. i was looking for a fair humanoid model. its depressing that by the 21st century there is no freely available fair dataset of our very species publicly available and easilly accessible.
EDIT: glInterceptor and ShaderDesigner engineers… i should remember these names. i downloaded SD once but the file turned out corrupted and a bit too big for another try. how does SD stack up to nvidiaFXcomposer? as for intercepter just curious if there are already plugins available for capturing the geometry per frame and writing it out to a file?
I wouldn’t dispute it either if you weren’t repeatedly posting false information that needs to be corrected, it’s not what I want, it’s the law and copyright automatically kicks in these days(n/m the license). You cannot get a wooden chair from a software intercept. You can only get a polygonal chair model that someone created with their time and effort and owns the copyright to, same for the textures. The rest of your post is a description of how to cover up the deliberate theft of someone’s work. That too is flawed information, there are hidden geometry & texture watermarking schemes (in addition to obvious flaws).
Originally posted by michagl: glInterceptor and ShaderDesigner engineers… i should remember these names. i downloaded SD once but the file turned out corrupted and a bit too big for another try. how does SD stack up to nvidiaFXcomposer? as for intercepter just curious if there are already plugins available for capturing the geometry per frame and writing it out to a file?
Shader Designer was made for me on my free time for free. It has already accomplished its objectives. I’ll maintain and upgrade it, but do not expect big changes in the future.
We are trying to get enought funds to start another application, but this time will be a LARGE application. Think in the whole FX composer as a “feature” (and not the biggest one) of the “new shader designer” (it has no name yet). By this way you can imagine the magnitude of the application. But before, we need some kind of finantiation.
I just tried it and it works fine except I saw a wall that was flickering. This is on ATI 9500 Cat 5.4. Either it’s a multipass related thing or you have 2 walls in the same place.
How good is the newton?
I didn’t see any enemies or dolls.
Also I noticed that you have the billboard clip problem that I wanted to solve
The walls are only drawn once (no multi pass)…and there are no 2 poly’s in the same place, except for the shadow volumes…so if you can take a screen shot (of that and the billboard problem), i would appreciate it.
There are no enemies, but there is one ragdoll in the main room, close to one of the ‘entrances’.
And also…did you try the old demo on your card an get crazy problems?
-Twixn-
PS, glad to hear its at least running on ATI, Thanks for your input, newton is very good IMO, its fairly fast but i think Novodex and maybe tokamak are faster…but newton is stable, AND easyer to use, than the both of them
Just informing you that there is a new demo (~7.5mb)
and a new bug fix (~50k) . The Demo (SBML.zip) is new, but the bugfix is newer, so download both if your going to help me test it.
It should work on ATI cards…the main issue being that the shadows from the boxes may freak out.
Nice new demo… thanks for thy mouse flip Y option (now I can move around normaly).
Looks faster now and the alternative fire mode for the grav gun is great (with some sort of distortion shader around the blue aura). Cool effect… and it is nice to be able to grab things and then throw them around… even works with the rag doll. Good work!
Thanks, im particularly proud of the Grav Gun , although some ATI cards cant use the special effects because i forgot to support EXT_tex_rect as well as ARB_tex_rect, OpenGL2.0 and ARB_tex_npot.
-Twixn-
[EDIT] ok, the new fix is up: SBMLfix.zip
It just adds support for EXT_tex_rect so if you have a 9500+, and dont have OpenGL 2.0,you can see the post-processing effects, which is pretty much what fpo was talkin about. [/EDIT]
It only happends on the boxes tho…the Map and the ragdoll are unaffected…which makes me think its some kind of matrix problem…i’ll post my shader here:
All the uniforms are being passed correctly…And it works fine on NV cards, and some ATI cards (not the card itself, some cards work for one person, and dont for another) i suspect its a driver problem.