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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: MaxF]
#118012
03/27/07 03:51
03/27/07 03:51
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Alright...
A ran into another wall. The limit on the number of commands you can run in a shader. It's currently down to 3 lights per pass, but it runs good.
I'm gonna mess with it a lil more, then post whatever I get tomorrow morning.
xXxGuitar511 - Programmer
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: EX Citer]
#118014
03/28/07 02:40
03/28/07 02:40
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Alright, it's getting there. I just need to add specular lighting to the sun, and some other little things. Here's a (crappy) youtube preview of the shader applied to PSionics spider thing. Sorry for the quality, YouTube butchered it... Preview 01Note: It may take a minute for it to finish uploading, if it does not work, try again later...
xXxGuitar511 - Programmer
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: William]
#118016
03/28/07 13:44
03/28/07 13:44
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
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Expert
Joined: Mar 2006
Posts: 2,503
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Good idea, I'll add that in...
I will add the: - Ambient: for adjusting brightness... - Diffuse: for adjusting how much color is used (IE: 0 = grayscale) - Static Lighting*
*I'll upload my current progress before I implement this, as I'm not sure how exacttly I'll do this. The only problem is that it only passes the colors, not direction. Therefor, when using static lighting, I'll either have to use it as an "ambience" sort of thing; Or I can make up a direction for it.
xXxGuitar511 - Programmer
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: xXxGuitar511]
#118017
03/28/07 14:15
03/28/07 14:15
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
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User
Joined: Aug 2006
Posts: 652
Netherlands
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couldn't you just pass it with the skills which are predefined for shader passing?
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: bstudio]
#118018
03/28/07 15:15
03/28/07 15:15
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Na, it would be easier to just use the pre-defined vector (vecAmbient, vecDiffuse, vecLight)... Currently, my static light idea is using the suns position as the source direction for the light. I've already added Ambient & diffuse vectors. It looks really good, and runs quite quickly with sun & 2 dynamic light sources (+ additionals such as static & ambience, etc). So I'm really happy with it. I think I'll rewrite it so that the first pass calculates sun + static + ambience, and the second just does dynamic lighting.
xXxGuitar511 - Programmer
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Re: [Supply] Matt's NormalMapping shader with 3 li
[Re: xXxGuitar511]
#118019
03/28/07 16:47
03/28/07 16:47
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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I'm having a problem with vecLight...
It doesn't seem to work properly. It's vey "jumpy" and sometimes returns strange values. It only works correctly a short portion of the time.
xXxGuitar511 - Programmer
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