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zoot

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Posts posted by zoot

  1. 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.

    http://dl.dropbox.co...sion/waves.html

    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.

  2. 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 occurred

    If you can fix all errors of this type and push to Github, I'll pull and try again.

  3. 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

  4. 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

  5. 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.

  6. 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.

  7. 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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