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Re: Realtime water reflections shader [Re: XNASorcerer] #40488
02/09/05 07:10
02/09/05 07:10
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
This is done with a level block or map entity!

What does it do with a terrain underneath, and fish models etc.?

Terrain is IMO the more reasonable combination with this water shader!

Last edited by Pappenheimer; 02/09/05 07:12.
Re: Realtime water reflections shader [Re: XNASorcerer] #40489
02/09/05 07:56
02/09/05 07:56
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
@Oliver and everyone else,
Replace the lines:

Code:
sampler BumpMap = sampler_state 
{
texture=(entSkin3);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};

sampler RefractionMap = sampler_state
{
texture=(entSkin2);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};

sampler ReflectionMap = sampler_state
{
texture=(entSkin1);
MAGFILTER = LINEAR;
MINFILTER = LINEAR;
MIPFILTER = LINEAR;
};



with:

Code:
sampler BumpMap = sampler_state 
{
texture=(entSkin3);
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = WRAP;
AddressV = WRAP;
};

sampler ReflectionMap = sampler_state
{
texture=(entSkin1);
MagFilter = LINEAR;
MipFilter = LINEAR;
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
};



That will get rid of the glitches that occur around the edge of the camera when it's over the water. Awesome job though.


--Eric
Re: Realtime water reflections shader [Re: Pappenheimer] #40490
02/10/05 02:46
02/10/05 02:46
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
With terrain... Sometimes I can see the terrain through the water's transparency, and sometimes I can't.

Here I can see the terrain:


Here I cannot:


Re: Realtime water reflections shader [Re: XNASorcerer] #40491
02/10/05 02:56
02/10/05 02:56
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
You must make sure the terrain entity has an action that sets:
my.transparent=off;
my.flare=off;

and your water entity must be set:
my.transparent=on;

Re: Realtime water reflections shader [Re: Matt_Aufderheide] #40492
02/10/05 03:22
02/10/05 03:22
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Thanks. It works!!!

Re: Realtime water reflections shader [Re: XNASorcerer] #40493
02/10/05 07:26
02/10/05 07:26
Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
XNASorcerer Offline OP
Expert
XNASorcerer  Offline OP
Expert

Joined: Dec 2001
Posts: 2,172
Portugal - Brazil
Now... How can I change the ripple direction and velocity in this shader?

Re: Realtime water reflections shader [Re: XNASorcerer] #40494
02/10/05 11:45
02/10/05 11:45
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
@Oliver,
Why are you using PS2.0 for the water effect? You could pull it off with 1.1, if all you need is enviromental bumpmapping. (or FFP envbumpmap, although that crashes on nvidia cards).


--Eric
Re: Realtime water reflections shader [Re: Nadester] #40495
02/10/05 16:29
02/10/05 16:29
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
He is using HLSL... HLSL doesnt usually like shader versions below 2.0

Re: Realtime water reflections shader [Re: Matt_Aufderheide] #40496
02/10/05 22:35
02/10/05 22:35
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Yes, I've tried 1.4 but there are some errors with instruction that I need. And I can only HLSL, no ASM. Why using environment mapping? Then there isn't a realtime reflection anymore.

Re: Realtime water reflections shader [Re: oliver2s] #40497
02/11/05 09:44
02/11/05 09:44
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Well, it's not "enviromental mapping", but is it not the same type of shader? - just instead you're applying a rendered view rather than a cube map. Like I said, if that being the case - You can do it in HLSL with ps1.1 and in just plain FFP (though like I said, ffp envbumpmap has compatability issues on nvidia cards). If I have some time, I'll try and fiddle with it.


--Eric
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