zoot
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Posts posted by zoot
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Have any of you heard of something called 'vertex blending' or 'vertex color blending'? I can't find any really concise information about it, but it sounds like a way to do it without any masks.
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Blending of two different terrain textures currently look quite bad:
Any ideas for how we might solve this?
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For a slight diversion I thought it would be interesting to look at some fancier waves. I found this webpage provided an efficient approximation. Perhaps we could use it to create a wake around boats? I don't think it would work very well for ocean waves since it needs artificial damping or reflections off the coast will make it go wild.
http://freespace.vir...ics/x_water.htm
I turned it into a javascript+canvas demo so you can see what it looks like.
I doubt this would scale to a full lake or river, because we can't tile it like the current water shader. You would need to run a full simulation of the entire body of water at all times or you would get weird artifacts where the ripples would cut off when you move the camera.
Cool demo, though.
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I've committed the fix for the waterShader branch, it should work but there might be a place I forgot.
It's working (save for a minor fix)! Water has never looked so pretty on this crummy netbook.
Well done.
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I did this:
TEMP temporary;
MOV temporary, 0.8;
POW fresnel, fresnel.x, temporary.x;Which seemed to work, because now the error has moved to another line:
ERROR: Failed to compile fragment program 'shaders/arb/water_high.fp' (line 93): line 90, char 45: error: expected scalar suffix
ERROR: CRenderer::EndFrame: GL errors occurredIf you can fix all errors of this type and push to Github, I'll pull and try again.
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Actually, since it's two inputs, but one output, it should work.
I see.
The thing is that it seems to consider that "1.0" is not a scalar, for some reason... On my computer, there's no issue, which further baffles me.Yeah, I'm using an Intel card so all bets are off Could it be that it has a problem with literals and you'd need to MOV the values into variables first?
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According to this spec, the POW instruction takes 2 inputs while you seem to give it 3:
Instruction Inputs Output Description
----------- ------ ------ --------------------------------
POW s,s ssss exponentiate -
That's strange... There is no reason for it to crash at this particular point. You're sure you haven't changed anything?
I'm positive. I even did a 'git reset' and recompiled to be certain.
Does it work it you replace the line 76 with something like:
POW fresnel, 0.5, 0.8;
If I do that, the error 'moves' to char 14:
ERROR: Failed to compile fragment program 'shaders/arb/water_high.fp' (line 82): line 76, char 14: error: expected scalar suffix
ERROR: CRenderer::EndFrame: GL errors occurred -
If preferGLSL is false and you're using the Shader path, you're definitely using ARB shaders. Mess up the GLSL shaders, run the game, if you don't get an error...
Ah, yes. I deleted shaders/glsl. The result is the same.
Also, I get this error:
ERROR: Failed to compile fragment program 'shaders/arb/water_high.fp' (line 82): line 76, char 25: error: expected scalar suffix
ERROR: CRenderer::EndFrame: GL errors occurred -
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Woah, careful. Why is your diff looking like this? Did you mangle the line endings?
Seems like it:
$ file source/renderer/TerrainRenderer.cpp
source/renderer/TerrainRenderer.cpp: ASCII English text, with CRLF line terminatorshistoric_bruno seemed to have issues with this too - maybe he can chime in with a solution...
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I just found this on 0 A.D.'s Facebook wall: motion captured Hoplite animations
(Didn't remember seeing it posted elsewhere on the forum, sorry if duplicate.)
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You may want to keep the water-related and model-related code changes separate, so see if you can create a new branch (from the master branch) for the water.
And if you don't know how to do branches just yet, I can even do them for you. Such is the glory of Git. Main thing is that you get the code up so we can begin tinkering with it.
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Github is the ideal solution if you want feedback on your code so you can clean it up prior to it being submitted to Trac. They have many good tutorials themselves, starting here. You will want to fork myconid's repo once you're set up. It should all be quite simple and even enjoyable once you get started.
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I see. I'll try building again with that flag on.
Okay, now I don't get any errors in Atlas, but the original issue has reappeared Not sure what happened, since it is not likely to have anything to do with GL being enabled. Maybe I misinterpreted the result of my first test of 2.9 and the issue was never fixed in the first place.
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I'll try to see if I can port your glsl shaders to arb, which seems to work.
If you manage to convert all the modelmapping shaders to ARB, that should increase the chance of getting them into A11 considerably (because it would remove the need for an unwieldy GLSL compatibility database).
If you feel like pushing any of your work to Github, I'd be happy to help test/debug.
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We could easily, once we fix http://trac.wildfire...om/ticket/1514. The problem is pulling in possibly untrusted code from third party sources, compiling and distributing that EXE, especially if it's some kind of automated process.
True. Maybe if you all become more keen on using Git one day, someone trusted could maintain a more liberal 'experimental' branch separate from the main trunk - a lot of OS projects seem to do that.
And there's a few different branches, I'm not sure which one would be best for demonstration.
Personally, I would use 'modelmapping' since the normal/parallax stuff seem to have the greatest near-term impact for artists.
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Here's a video I did for my channel, Lazy Game Reviews. Love the game!
Nice video. I'd like to know the story behind the palm obelisk too
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Nice, but I am wondering what was autogenerated and what was authored? The heightmap was generated randomly and then 'flooded' to some height level? To which degree can the layout be controlled?
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As an aside - For guys who have been around a while (like me) I think there is a level of irony that a windows .exe of your patch hasn't been readily available for testing purposes.
We should make the autobuilder capable of working off Github branches so all these kinds of features can be developed in cooperation with the artists who should use them.
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That is actually intentional (unless you can give examples where it is not due to the viewing angle, of course).
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I see. I'll try building again with that flag on.
Terrain texture blending
in Game Development & Technical Discussion
Posted
I doubt that. See this page for example before and after shots. The 'before' shot looks essentially identical to our current terrain blending.