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Re: [LightFrog] Lighting System - Demo
[Re: PadMalcom]
#389590
12/16/11 00:26
12/16/11 00:26
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Joined: Jul 2005
Posts: 187
lostzac
Member
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Member
Joined: Jul 2005
Posts: 187
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I just have a question, you made a hint in the manual that it could be possible for us to add our own materials to the system, I am trying to figure out how to do a glass texture, I have tried the _mtlC_Standard_t to try to get a semi transparent look to the glass, but to no effect...I was wondering if someone could point me the right direction to do this, either add my own glass shader to this or the way to work with it as is...
John C Leutz II
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Re: [LightFrog] Lighting System - Demo
[Re: Hummel]
#389612
12/16/11 10:27
12/16/11 10:27
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Joined: Jul 2005
Posts: 187
lostzac
Member
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Member
Joined: Jul 2005
Posts: 187
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I have the basic understanding of how shaders work, and have been reading the system on the other hand...that's a different story. I have been reading through your code trying to get a handle on it....so far no luck.....(Right now I am wishing I was some what rich, or had something you wanted to make it worth your while to add a few choice materials to this lol)
John C Leutz II
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Re: [LightFrog] Lighting System - Demo
[Re: 1234David]
#448719
02/18/15 16:15
02/18/15 16:15
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Joined: Jan 2012
Posts: 14
1234David
Newbie
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Newbie
Joined: Jan 2012
Posts: 14
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So, Shade-C is a nice Shader-Collection with SSAO, MLAA, ... . But I've compared the shadows of both versions (LightFrog vs. Shade-C) and I saw the shadows of LF are more detailed than SC. Shade-C has only a modified version of PSSM, where I can see the pixeled shadow-map if I move the camera. -> By the way, some bugs where found. And It's to complicated for me to combine them. So I think the better way is to wait, that the experts bring a better version of their shaders.
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Re: [LightFrog] Lighting System - Demo
[Re: MasterQ32]
#448737
02/19/15 09:43
02/19/15 09:43
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Joined: Jun 2009
Posts: 2,210 Bavaria, Germany
Kartoffel
Expert
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Expert
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
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@you two^
"Also lightfrog is deadly imperformant as it uses simple shadow mapping with 6 views per shadow map (image your game takes about 6 times additional render time PER light)"
yes, yes and no. It is slow and it does use 6 views for shadowmapped pointlights but even the newest engines use this approach because it's simple, fast (through clever culling and similar stuff), easy to blur, etc.
With an engine like acknex, however, performance is pretty bad due to the slow-as-fuck rendering and rather small freedom for optimizations.
If you think 6 views are too much you could use dual paraboloid shadow mapping (2 sm. views) but this results in badly distributed pixel density and higher performance cost because of culling reasons.
POTATO-MAN saves the day! - Random
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