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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. It looks like a precision issue in the dot product... I'm not completely sold on how it can be averted.
  2. Could be normals not working, but the parallax works... I'll look int it, but it works for me.
  3. Doesn't happen with me... If you do change the lighting, does anything happen? If you rotate/elevate the sun, does something happen?
  4. It does this only with the temple? Tried deactivating stuffs in the material? (I'm thinking AO/self-light).
  5. No, if anything, in the current state, it's probably more obvious. I'll look into what causes this tiling anyway, because it should not happen.
  6. I figure that would be the easiest way to use the SSAO... It could also be used on buildings (modifying their xml to add the baked texture). This would help with modding support, too, as they would not be required to bake the AO themselves.
  7. Yeah, I've given a look at that... I'm thinking it would be possible to push it slightly further... Of course, we don't need a completely modular system.
  8. To do that (and a few other things), we'd need to have some sort of basic raytracing. We have to know the distance between the light entering the water and hitting the ground. It can perhaps be approximated, but it's already much harder to compute.
  9. Well using techniques and the "ShaderManager", I don't think it would be too hard to switch between two techniques. The hard part is defining the switch criterion. We could probably do it by adding a line along the lines of "<ifCriterion criterion = "distance" value="50" type="GreaterThan">" or something to the XML. Ideally, we'd have a "base" shader, and if some criteria are met, we switch to another (more detailed) shader. This way, we could link 1/2/3/4… different shaders for different LOD, and also prevent this switching by options, so that lower configs would only use the base shader or the level 1.
  10. The idea would be to load two shaders and switch depending on the situation?
  11. The thing is... I can, but the instruction would still be processed (only not doing anything). So from a speed point of view, I might just as well do it.
  12. Let's use this new forum. Following my conversion of myconid's efforts to ARB, I have ported the water shader (and now, the water with shadows effect). In turn, I figured: why not give a shot at improving this? And hence I tried. First, a link to this album, which shows (in the first version) the many differences between the old and the new shader. I think we'll all agree that the new shader allows the "waviness" factor to mean much more. I've just added three pictures, and in particular, those two, which show the wave size scaling with waviness: I'd like to know if the direction I'm taking is allright with the rest of the team/most people, and if anybody has idea for improvements. Additionally, thanks to myconid's efforts, we have shadows on the water, and I have taken the liberty of having murkiness effect the transparency of shadows (I'm not sure how water works, but it made sense at the time).
  13. Zoot, does it work now? (reposting the link) I'd recommend a clean-workspaces / update-workspaces.
  14. I'm not dropping the non-nvidia users. It's just that nVidia users could benefit from a faster, more efficient shader at no cost. The GLSL parallax module uses "if" to determine if the distance is small enough to draw the parallax(for optimization). I can't do that with the ARB shader as is... Alternatively, I might be able to have the engine calculate this, and then send it as a define. But that'd be more of a hack, and I'm not sure how usable it is. I dunno. Any opinions?
  15. @HIstoricBruno: not yet, but I'll upgrade my iMac on 10.6.8 to 10.8 quite fast is no major problem is revealed.
  16. I'm not completely sure what causes this, but when setting "preferglsl = false", the choice of shaders for the GUI is the fixed function, not the GLSL shaders. I'm not completely sure, but myconid may have modified the fixed function, so the problem could come from that. I'll have to check. The decals problem looks like it stems from the unfinished terrain shader. I'll try porting this over when Myconid has decided on the ≈ final version. BTW, I'm still facing a problem with the ARB shaders... Since I can't have "IF", then the parallax is always active: this could slow computers down considerably. I'd want to try to implement something in the source code that would tell me if the nVIDIA extension is supported, and then if so, use the modified shader and not the basic one. I've actually already tried and succeeded at that, but it's a semi-important design change so I though I'd share. Particularly since in the perspective of ahving advanced graphic options to deactivate parallax specifically, you could have a tooltip for the case where the extension is not activated. Also, changing HWDetect to switch it off if the extension is not there and we want ARB shaders. BTW, I assume the game prefers ARB shaders because of their wider compatibility?
  17. Allright, well I'll see that tomorrow, in the meantime you should be able to compile if you copy SVN's premake over it.
  18. Ah, for some reason it updated with an osx specific version... Tried to clean-workspaces?
  19. Yeah, it's because it would overwrite the files. you can probably use some option to force the overwrite, it's not a problem.
  20. I had centralized a lot, everything in "Headquarters"... I'm going to decentralize a tad, or it'll get messy. I'm currently working on proper resource management, as I will need that for my economic manager to work (by that, I mean: I just started. Was busy porting fancy shader-y stuff.) I'm kind of backtracking from my "UnitInfoManager" and "BuildingInfoManager" idea... Storing in entity collection was the right idea, but my implementation is not always practical. These will probably remain in use to decide which unit/building to train/build, what is available, these sort of things.
  21. The premake blunder should have been fixed... Do report if anything else is missing.
  22. Ah, it's possible I have inadvertantly deleted som files when trying to use gitignore. You can use SVN premake meanwhile.
  23. Allright, I've ported the water shader (slightly modified), experimental grass, moving trees and modelMapping as a whole. Download here. Edit: should check, but the ARB shader might have grass' alpha decreasing with each layer. T'was a test.
  24. Ported the grass shader, and ensured the rest was working. I won't modify terrainCommon any more, since everything else is both complicated and an WIP.
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