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Everything posted by wraitii
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Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
It's quite allright . The water shader should be available here. I changed the GLSL script to give the same result as the ARB shader, but I'm not sure I haven't forgotten something so if the GLSL shader acts weirdly, report. I'll look into the modelmapping issue now. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Thanks for the help. I'm off to eat, I'll try to push the water shader code in the afternoon. In the meantime, here's an album showing the differences. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Okay, so I've ported the water shader to ARB. It's been surprisingly straightforward, this time. The code and everything else works nicely, however, I'm not too sure how to push that to github/wherever... I'm not used to those things. Any tutorials/guidelines? While the water patch is extremely neat (the 3 shader files, and 4 lines modified in terrainRenderer.cpp), the other patch might be more messy (as I tried stuff, I may have modified tons of little things here and there in a few files). I'll check if it fixes the water bug on my MacBook Air when it's finished copying. BTW, I might give a shot at slightly improving the shader... The waviness factor is used in very weird ways. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Yeah, from the looks of it I might be able to do a simple parallax, but I'd really doubt that given the very basic capabilities of ARB. I might be able to port the water shader, again, perhaps fixing that one bug I mentioned. I'll look into the GLSL problem, however. There's hardly a reason for it to crash that way. Edit: also, I must do the terrain specular/diffuse mapping, and perhaps give a look at trilinear texturing. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
I'll try to do the water shader for ARB first, and I'll then try to push that. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Allright. So I've gotten normal mapping to work with specular and diffuse lighting, but parallax mapping requires loops/conditionals, which ARB doesn't allow as is. I also failed to use the secondary set of UVs for AO. I don't think using the '08 NVIDIA extension would do any good... -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
The problem actually came from me completely messing up my transposition... I fixed it and it appears to work. I'll just have to check if it's the right direction. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
I'll trust you on that one. Making some progress, but I wonder if there's something wrong with my normals, it doesn't react like i'd have expected it too... SHowing the normals after transformations, I get this. It sure isn't completely wrong, but it feels sort of weird (the marble in front for example… Why is it split in two?) Do you think this is correct? Also: you transpose the matrix (for the normal calculation). I'm not sure why... Apparently, it changes the behaviour of the vector*matrix multiplication done later. But as none of these two functions exist in ARB, you must do it yourself, and I'm not sure it's needed... -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Allright, it looks like I've managed to do it by passing to to ColorPointer (apparently unused by instancingModelRenderer or ModelRenderer). I'll see if I can do something with that. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
@Myconid: Yeah, that was part of the plan I had... Only I'm not completely understanding the "pointer" argument, and I'm not sure I can pass that as a texture coord. I'll ook into it, I can perhaps pass it as a secondary color. @Zoot: I'll see that when I get it working. I wonder if converting the water shader to ARB would fix #966/#1380. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Actually, it looks like you're using glVertexAttribPointerARB() to pass the tangents to the shader, and as it happens, I do not believe this function does anything to the ARB shader... I'll take a look at the code and see if I can use an alternative for the ARB shaders.It's not as complicated as I initially thought. Edit: Nope, complicated indeed. I've understood how to pass a new uniform, but the tangents are stored in a weird pointer thingy that uses the GLSL only "VertexAttribPointer" function... It probably can be replaced by some variation of "glVertexAttrib4fv" but I have no idea which exactly. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Looks like it's a bit of a mess... And IIRC you calculate tangents on the fly, which may require GLSL in the first place. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Doesn't seem to change anything. You seem to give the GLSL shaders a "a_tangent" matrix/vector used in normal mapping... Any idea how I can get the ARB shaders to use it? -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Played around with the shaders... Setting a_normal as the output color. It flickers. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
That's what I'm saying. It is indeed fairly weird that a_normal is messed up... I'm using a Geforce GT 120, with 256 Mo of vRam. My macBookAir, running 10.7 (on a Intel HD 3000) doesn't seem to have this problem. Can't tell if it comes from outdated shaders, or the GPU itself. Edit: Okay, got the specular to work on ARB. Moving on. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
I looked around a bit. The blinking problem actually comes from the "a_normal" parameter being completely messed up when using glsl on my computer. Even the regular alpha does it. No idea why. I'll try to see if I can port your glsl shaders to arb, which seems to work. -
Post-processing effects test (SSAO/HDR/Bloom)
wraitii replied to myconid's topic in Game Development & Technical Discussion
Tried your TerrainSwapping branch… Got a weird "blinking texture" problem. Most surfaces blink to white and then normal very rapidly. It looks like it has a link with some sort of alpha problems, because for examples foundations are surrounded by a black square, and texture blending for terrain fails. The trees do wave, and I'm not sure what else should change. It also doesn't happen on everything. I've used the version from your github, changing the premake to SVN version because it crashed. I'm on Mac OS 10.6.8, using an iMac. -
Random Map Script: Corsica vs Sardinia
wraitii replied to wraitii's topic in Scenario Design/Map making
I can try. If your request is mainly to allow civil centers placements, I can perhaps instead add a few glades here and there? Edit: here is an updated version... I'm not sure exactly what it changed, but it feels like there's a bit more space. I've also tried to prevent stuff from spawning on impassable terrain. -
@Pureon: was it on the latest SVN version? I've forgot to say it, but I discovered a bug with the water setting level during the creation of this map, which Spahbod fixed very recently. I should give a try at making the mountains less perfectly straight. @Mythos: I could consider that for larger map, but I feel like for small maps it would crowd everything too much. Will try.
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in the random map folders, there's a folder called rmgen. It goes in there.
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Very cool map, but two small issues: The sun is too bright, I recommend lowering the settings or every texture will be completely burned. The players starting area sometimes create a very circular shape. It looks extremely artificial.
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Random Map Script: Corsica vs Sardinia
wraitii replied to wraitii's topic in Scenario Design/Map making
Small-ish update since I was making maps... I slightly improved the beach design, fixed a few bugs. Made the water slightly more murky. Download link in the original post's attachment. -
Pyrenean Sierra random map based on the indication by Mythos (in Map and Biome guide). I did not completely follow the indications: there are two passes, and in some cases a path could be allowed around the mountains and in some others not (because it's really hard to control ). I've included three different light settings: a sunny one, a cumulus one, and a stormy one, which look very different... I'm not too sure about the later, though. I think it'd look cooler with myconid's improvements, but I couldn't really try. (screenshots are a "Very large, sunny" map, and a "small, stormy" one). Note: this requires the latest SVN version as of July the 2nd. pyrenean_sierra.zip
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It's very possible, and in fact very easy: just search for log ("creating path through"); And change the line if (mapSize > 150) { to anything that's false, such as (1==0). Boom.