Gamestudio Links
Zorro Links
Newest Posts
Lapsa's very own thread
by rki. 06/18/24 15:32
A simple game ...
by VoroneTZ. 06/18/24 10:50
Face player all the time ...
by bbn1982. 06/18/24 10:25
Executing Trades on Next Bar Open
by vicknick. 06/13/24 08:51
Zorro Beta 2.61: PyTorch
by jcl. 06/10/24 14:42
New FXCM FIX Plugin
by flink. 06/04/24 07:30
AlpacaZorroPlugin v1.3.0 Released
by kzhao. 05/22/24 13:41
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
6 registered members (AndrewAMD, rki, Mino, Martin_HH, squik, Ayumi), 1,126 guests, and 7 spiders.
Key: Admin, Global Mod, Mod
Newest Members
squik, AemStones, LucasJoshua, Baklazhan, Hanky27
19060 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 6 of 9 1 2 3 4 5 6 7 8 9
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Matt_Aufderheide] #30298
09/23/04 13:51
09/23/04 13:51
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
thanks!! any help is appreciated.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30299
09/23/04 16:51
09/23/04 16:51
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
ok i understand what the problems are.. its really quite simple..
i dont have time to correct this shader line by line as im not using this one anymore.. but bascially here are some pointers to remember:
1)in vertex shader constant definitions use {} instead of ()..using the () will generate an error saying 'comma expression used where an initializing list expected'.
2)make sure you use the new Dx9 vertex shader declarations.. and put them under the vs_1_1 version number in the asm body.
3)if you get "uninitialized component" error it is often because you multiplied a register by a matrix that doesnt contain enough components.. for instance.. if you use a 3x3 matrix and then use the 'w' component of that register later you will get this error.. the quick way to fix this is to simply use 4x4 matrixes..
4)an error mentioning "scalar" errors should refer to the 'oFog' output register. for instance.. use 'mov oFog,c95.x' instead of oFog.x ..if you swizzle the oFog now it will give you an error saying 'scalar components cant be masked'.

there may be other things in there that wont work but it shouldnt be too big a job to go through and correct it. The error messages are nice and detailed..this is huge pain to for some of us..especially if you have a lot of long shaders to fix.. oh well..

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Matt_Aufderheide] #30300
09/23/04 17:35
09/23/04 17:35
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
I totally understand, great details.

thank you

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Matt_Aufderheide] #30301
09/23/04 17:35
09/23/04 17:35
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline OP
Serious User
Drew  Offline OP
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
I totally understand, great details.

thank you

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Matt_Aufderheide] #30302
09/23/04 17:37
09/23/04 17:37
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline

User
Matt_Coles  Offline

User

Joined: Jul 2003
Posts: 893
Melbourne, Australia
Is It possible and practical with the a6.3.0 beta to apply normal mapping to level geometry?
I got bump mapping to work nearly on level geometry but it was always out of alignment.

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Drew] #30303
09/23/04 23:53
09/23/04 23:53
Joined: May 2004
Posts: 72
Brazil
S
Sylic Offline
Junior Member
Sylic  Offline
Junior Member
S

Joined: May 2004
Posts: 72
Brazil
I think the problem is not my video card, because the PixelDemo4 work!!!

My video card is a Radeon 9600.


Sylic Games http://www.sylic.com
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Sylic] #30304
09/24/04 00:03
09/24/04 00:03
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
i'm currently using a radeon 9200 and the demos seem to work ok here...

driver maybe?

--Mike

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Red Ocktober] #30305
05/07/05 05:19
05/07/05 05:19
Joined: May 2005
Posts: 9
O
okitainda Offline
Newbie
okitainda  Offline
Newbie
O

Joined: May 2005
Posts: 9
Can someone please mirror the link as the link provided in the first post by Drew on TUTORIAL.ZIP no longer works.

P.S. I just wanna try out any tutorial possible to get things going...

Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: okitainda] #30306
05/18/05 19:43
05/18/05 19:43
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
Expert

Joined: Oct 2004
Posts: 4,134
Netherlands
Yes me too, the link is dead.


Click and join the 3dgs irc community!
Room: #3dgs
Re: Per Pixel / Normal Mapping Tutorial v1.1.. [Re: Joozey] #30307
05/18/05 19:59
05/18/05 19:59
Joined: Mar 2005
Posts: 18
V
voodoofactory1 Offline
Newbie
voodoofactory1  Offline
Newbie
V

Joined: Mar 2005
Posts: 18
Maybe someone should PM Drew or something...

Page 6 of 9 1 2 3 4 5 6 7 8 9

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1