zoot Posted September 8, 2012 Report Share Posted September 8, 2012 What if you replace thisspecular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), v_half)), specPow);with thisspecular.rgb = sunColor * specCol * pow(max(0.0, dot(normalize(normal), normalize(v_half))), specPow);in model_common.fsNope, still there. Quote Link to comment Share on other sites More sharing options...
Arthur_D Posted September 9, 2012 Report Share Posted September 9, 2012 Just want to say the new effects look spec(tac)ular with my NVIDIA 250 GTS card. Keep being awesome! Quote Link to comment Share on other sites More sharing options...
feneur Posted September 9, 2012 Report Share Posted September 9, 2012 ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_waterfall.fs': 0(66) : error C7532: global function textureGrad requires "#version 130" or later 0(66) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2"ERROR: Failed to compile shader 'shaders/glsl/model_water.fs': 0(94) : error C7532: global function textureGrad requires "#version 130" or later 0(94) : error C7011: implicit cast from "vec3" to "vec2"Got those when trying to place the new water related objects (/temp/waterfall etc) in Atlas. Using rev 12654, custom compiled on Windows 7. Quote Link to comment Share on other sites More sharing options...
myconid Posted September 9, 2012 Author Report Share Posted September 9, 2012 Guess that function is too new for GLSL 1.2. Fixed. Quote Link to comment Share on other sites More sharing options...
feneur Posted September 9, 2012 Report Share Posted September 9, 2012 Guess that function is too new for GLSL 1.2. Fixed.Yup Works great! Really nice to see how such a relatively basic concept works so well Is the waterplane object meant for a specific object/building? Just asking since the shape seems a bit random =) Quote Link to comment Share on other sites More sharing options...
myconid Posted September 9, 2012 Author Report Share Posted September 9, 2012 Yup Works great! Really nice to see how such a relatively basic concept works so well Is the waterplane object meant for a specific object/building? Just asking since the shape seems a bit random =)Abstract programmer art - as if normal programmer art wasn't bad enough! (Just meant to be an example that shows the plane can be any shape.)Btw, Enrique wants to try these effects on his new hanging gardens building. I look forward to the awesomeness! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 9, 2012 Report Share Posted September 9, 2012 I too can't wan't to see what our artists come up with Just a taste: aqueducts, wells, pools, fountains.I do notice a water glitch on my system:Notice the dark patches on parts of the texture, they remain even after changing the sun angle and sky set. This is with or without GLSL.system_info.txt Quote Link to comment Share on other sites More sharing options...
k776 Posted September 9, 2012 Report Share Posted September 9, 2012 @myconid You checked in a binaries/data/mods/public/maps/scenarios/reservoir.xml file, but not the actual map cause when I load it says no terrain file? I'm eager to try it out but I don't have Atlas on my Mac, so a working map I can load and test would be awesome. Quote Link to comment Share on other sites More sharing options...
myconid Posted September 9, 2012 Author Report Share Posted September 9, 2012 I do notice a water glitch on my system:Thanks, I'll look into it.@myconid You checked in a binaries/data/mods/public/maps/scenarios/reservoir.xml file, but not the actual map cause when I load it says no terrain file? I'm eager to try it out but I don't have Atlas on my Mac, so a working map I can load and test would be awesome.Whoops, committed. Quote Link to comment Share on other sites More sharing options...
Zaggy1024 Posted September 11, 2012 Report Share Posted September 11, 2012 There seems to be an odd seam on it (it's visible in historicbruno's screenshot, too).Edit: Heh, I just realized what the seam must be... It's because the texture is repeating, right?Also, are you planning to make the textures animated instead of them sliding across the faces? (if so, how's that coming along?) And how bad would the performance be if it had some depth testing to find out what the water's transparency should be? Quote Link to comment Share on other sites More sharing options...
myconid Posted September 11, 2012 Author Report Share Posted September 11, 2012 Edit: Heh, I just realized what the seam must be... It's because the texture is repeating, right?Probably. It's easily fixable if it is, so don't worry too much about it.Also, are you planning to make the textures animated instead of them sliding across the faces? (if so, how's that coming along?) And how bad would the performance be if it had some depth testing to find out what the water's transparency should be?They are animated in-game, but not in Atlas (as with the regular water).As for taking depth into account, something like that will be really fast to do once the postproc manager is done (almost there). It'll require rendering of the water planes twice, but that won't have any impact on performance, I think. Quote Link to comment Share on other sites More sharing options...
Pureon Posted September 16, 2012 Report Share Posted September 16, 2012 0 A.D. crashes whenever I load the reservoir scenario or place the reservoir actor onto a map - is this because it needs a autobuild? It's not recording anything in the logs before crashing, so not sure what's causing it. Quote Link to comment Share on other sites More sharing options...
myconid Posted September 16, 2012 Author Report Share Posted September 16, 2012 0 A.D. crashes whenever I load the reservoir scenario or place the reservoir actor onto a map - is this because it needs a autobuild? It's not recording anything in the logs before crashing, so not sure what's causing it.Yes, it does need a rebuild. (I changed the code a little to make it more "simplewater"-friendly...) Quote Link to comment Share on other sites More sharing options...
wraitii Posted September 16, 2012 Report Share Posted September 16, 2012 Does this affect my water patch or is totally independent? Quote Link to comment Share on other sites More sharing options...
myconid Posted September 16, 2012 Author Report Share Posted September 16, 2012 Does this affect my water patchNope. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted September 17, 2012 Report Share Posted September 17, 2012 Can a good soul commit a new build? (If they haven't yet I still haven't tried this fancy-water-on-models stuff.) I need time lol! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 17, 2012 Report Share Posted September 17, 2012 It's already there, just update Quote Link to comment Share on other sites More sharing options...
infyquest Posted October 15, 2012 Report Share Posted October 15, 2012 did anyone test the post processing engine committed by myconid today......I wanna see screenshots Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 16, 2012 Report Share Posted October 16, 2012 did anyone test the post processing engine committed by myconid today......I wanna see screenshots Here's my attempt at using the effects without over saturate the image with them. No DOF, it looks too strong from low angles. Quote Link to comment Share on other sites More sharing options...
infyquest Posted October 16, 2012 Report Share Posted October 16, 2012 I really like the greenery and water.... Quote Link to comment Share on other sites More sharing options...
feneur Posted October 16, 2012 Report Share Posted October 16, 2012 Here's my attempt at using the effects without over saturate the image with them. No DOF, it looks too strong from low angles.Could you please post a screenshot without the effects? (I.e. do two shots from the same camera angle etc just one with and one without the effects.) That would make it easier to see the effects Quote Link to comment Share on other sites More sharing options...
Enrique Posted October 16, 2012 Report Share Posted October 16, 2012 You asked.This one is more subtle. 3rd one you can see how DOF looks with low angles in large maps with many trees ^^ Quote Link to comment Share on other sites More sharing options...
myconid Posted October 16, 2012 Author Report Share Posted October 16, 2012 3rd one you can see how DOF looks with low angles in large maps with many trees ^^You can modify shaders/effects/model_transparent.xml. Three of the entries have "ALPHABLEND_PASS_OPAQUE" in them. In those entries change the value "0.6375" to something lower until the trees look good. Quote Link to comment Share on other sites More sharing options...
Gen.Kenobi Posted October 16, 2012 Report Share Posted October 16, 2012 It's me or some units doesnt cast shadows on your picture, Enrique?Or maybe it's the settings you're using Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted October 16, 2012 Report Share Posted October 16, 2012 It's me or some units doesnt cast shadows on your picture, Enrique?Or maybe it's the settings you're using Indeed. I think shadows need looked at soon. They look broken in many instances, even before the post proc was committed, so it's not a bug introduced with post proc. Quote Link to comment Share on other sites More sharing options...
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