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Re: view frusta and shadow map [Re: Excessus] #185632
03/02/08 14:34
03/02/08 14:34
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Posts: 7,441
oh! i didn't notice that this is in the latest beta already.

i did use a dll so far. now i tried to use setmatrix() in lite-c but i didn't get it working. no crash happened but the shadows were gone when i substituted the dll function.

do the LPD3DXEFFECT functions work correctly for you?

Re: view frusta and shadow map [Re: ventilator] #185633
03/02/08 14:53
03/02/08 14:53
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Excessus  Offline
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Joined: Jan 2004
Posts: 2,013
The Netherlands
I haven't had time to try them yet, I just saw that the beta page says the effect interface was added in the version that was released jan 31.

Re: view frusta and shadow map [Re: Excessus] #185634
03/02/08 17:03
03/02/08 17:03
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline OP
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MaxF  Offline OP
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Joined: Jul 2002
Posts: 1,364
Minbar
Cool work ventilator & Excessus, please keep up the good work

Wish I could help I'm going to learn shader coding very soon.


Re: view frusta and shadow map [Re: MaxF] #185635
03/29/08 14:08
03/29/08 14:08
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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RedPhoenix  Offline
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Posts: 651
Germany
Quote:

D3DXVECTOR3 vZ = vTarget - vSource;

but since lite-c doesn't support oo features you have to convert such stuff to:

D3DXVECTOR3 vZ;
D3DXVec3Subtract(&vZ, &vTarget, &vSource);





Hi, I'm currently trying to convert the source codes of the example you mentioned but I don't get this step. The functions D3DXVec3Subtract, D3DXVec3Add and D3DXVec3Scale aren't defined in the d3d9.h. I tried to do this myself but didn't succeed, as I don't know how to make the prototypes for these functions, which aren't winapi function prototypes as for example D3DXVec3Normalize. How did you manage to use these functions in LiteC???

Re: view frusta and shadow map [Re: RedPhoenix] #185636
03/29/08 15:01
03/29/08 15:01
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
i wasn't aware of that when i wrote this post. i used the d3dx matrix functions before in lite-c so i thought the vector functions are there too. i simply used the gamestudio vec_ functions then. it doesn't make much difference. you just have to do conversions at some places where a d3dx vector is needed as a function parameter.

Re: view frusta and shadow map [Re: ventilator] #185637
03/29/08 15:14
03/29/08 15:14
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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RedPhoenix  Offline
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Germany
Ok that's what I tried before, but it didn't work so I guess I probably didn't make those conversions right . So I would use native liteC floats arrays for the d3dXvectors and convert them to a d3dXvector when it's needed as a parameter in a function. How do I convert it? Setting each parameter like this? tempd3dvector.x = tempfloat[0];
tempd3dvector.y = tempfloat[1]; //or swapped with z
tempd3dvector.z = tempfloat[2]; //or swapped with y

And swapping y and z when converting GS vector syntax to DirectX vector syntax?

Re: view frusta and shadow map [Re: RedPhoenix] #185638
03/29/08 15:34
03/29/08 15:34
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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Joined: May 2002
Posts: 7,441
yes, like that:
Code:

// transform corner point
D3DXVECTOR4 transformed;
D3DXVECTOR3 v;
v.x = corners[i].x; // directx coordinate system!
v.y = corners[i].z;
v.z = corners[i].y;
D3DXVec3Transform(&transformed, &v, &lightviewprojection);



Re: view frusta and shadow map [Re: ventilator] #185639
03/29/08 15:42
03/29/08 15:42
Joined: Jan 2007
Posts: 651
Germany
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RedPhoenix Offline
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Germany
Ok, Thanks .

Re: view frusta and shadow map [Re: RedPhoenix] #200505
04/04/08 14:04
04/04/08 14:04
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline
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Chris3D  Offline
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Joined: Sep 2003
Posts: 271
Germany
Hi, maybe this could also be interesting for you:

PSSM+PCSS+SSAO+PhysX


website coming soon!
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