zoot
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Everything posted by zoot
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Pulled your fix. Now I get this: GAME STARTED, ALL INIT COMPLETE ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: fragment shader varying v_tex not written by vertex shader .error: fragment shader varying v_blend not written by vertex shader .error: fragment shader varying v_los not written by vertex shader .error: fragment shader varying v_lighting not written by vertex shader . ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1): GL_INVALID_OPERATION OpenGL error(s) occurred: 0502 Using Xcursor to sys_cursor_create 32 x 32 cursor ERROR: CRenderer::EndFrame: GL errors occurred -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Okay, got all files. When I start a match, I get this error: GAME STARTED, ALL INIT COMPLETE ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': error: vertex shader does not write to `gl_Position' ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1): GL_INVALID_OPERATION OpenGL error(s) occurred: 0502 Using Xcursor to sys_cursor_create 32 x 32 cursor ERROR: CRenderer::EndFrame: GL errors occurred -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Now missing art/materials/terrain_grass.xml (last one, I hope). -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
The file shaders/effects/terrain_grass.xml seem to be missing from the commit, as well as terrain_triplanar.xml. The file art/terrains/grass/grass1_spring.xml references the terrain_base.xml material. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Thanks! Only makes it more incumbent upon me to come up with an optimization -
I don't think oceans like this should be too hard to do. Only, I am not able to This paper gives an overview of many techniques that might be useful.
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Thanks Edit: Found a video. Posted here.
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Previewing a map in the game setup screen.
zoot replied to Spahbod's topic in Game Development & Technical Discussion
Yeah, I'd take out. I think it would better to assess what to fill it with when the game is more feature complete. -
Anyone have any video of this? How do they deal with waves hitting the shore?
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That fixed it
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I'll take a stab at this: In short, yes. You can vary the density by varying the density of the input texture. I was wondering if you have done any LoD optimizations? If not, I'd venture the guess that it spends loads of time rendering layers in the scene's background that can't be seen anyway. (btw, any chance you could push to Github? ) -
Do even have the server resources to do something like that? Maybe if we use BitTorrent or a similar protocol.
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How does one make a statue the easy way?
zoot replied to Kyriakos's topic in Game Development & Technical Discussion
Dang, I hope we can get normal maps into A11. -
Previewing a map in the game setup screen.
zoot replied to Spahbod's topic in Game Development & Technical Discussion
One thing I like in Spahbod's setup is that you can click around freely in the map list to explore the various maps, whereas in a dropdown list you would constantly have to go up and click that little annoying dropdown-arrow button, making the list effectively impossible to explore. -
I'm running 2.8.12.1-6ubuntu2.
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It won't be hard to integrate, if that is what you mean. A minor outstanding "problem" is that it depends on GLSL, which is not activated by default, so the team would have to make a decision on what they want to do in that regard.
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I guess I should try fixing this upstream, though I suppose the Windows functionality should suffice for now.
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Sorry, this just isn't going to work well. What happens if the elephant is a away and a villager is done gathering and needs to drop off the goods? Should he wait for the elephant to return? In no time, you would have heaps of villagers standing around waiting, thus actually reducing their output, instead of increasing it.
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Previewing a map in the game setup screen.
zoot replied to Spahbod's topic in Game Development & Technical Discussion
Looks very clean in the overall organization. I like it too. -
That would be so *awsum*. Does the game engine have all the functionality to support this? What would some of the requirements be for these types of animation?
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I buy that. Still, I hope it wouldn't be inconceivably hard to do such a 'coefficient lookup' in the right places.
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I didn't say it would be simple. Just that there wouldn't have to be any relativity theory involved
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It seems a main constituent part of the effect is the way that the angle at which each blade of grass is rendered depends on the viewing angle: I can't help wondering if the effect could be simulated with a much simpler radial blur type of filter.