Let's Try A PS.1.1 and VS.1.1 Water Effect!

Posted By: Steempipe

Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 07:18

alright... I spent the afternoon and tried my best to approximate the FFP EMBM water effect using pixelshader 1.1 and vertexshader1.1.

There is no fallback. It needs tweaking.

The cam is static like the FFP effect~ there really is nothing to walk around and see, since the "enviro-map" is just scrolling.

((If this does not work across the boards I think i may just have to freaking scream!!!)

Again, please report what happens.

Here's the link: 1.05MB
ps11 water effect

Here's the pic.

Posted By: Marco_Grubert

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 07:56

On my GeForce3 I only get a completely white rectangle
Posted By: Zio

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 08:02

I get pure white instead of pure black now. Plain old GeForce 3, 64mb. I had my friend test it as well, he got the same pure white result on his GeForce Ti4600 128 MB.

I just have to tell you how awesome I think it is that you're working so hard on this. I really wish I could help but I have absolutely no knowledge of shaders. The most I can do is say how much I appreciate your effort on this.

I can't wait to have a real water effect on my useless GF3!
Posted By: Drew

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 08:08

dont want you to scream....BTW HUGE THANKS!!!

White poly, no water-
Geforce 4 TI4600 (crap card, Ill try again tonight at home on radeon9600)
Posted By: VoodooFactory

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 08:55

Works on my ati radeon 9800... but I think the water shader that you made before this one looks a whole lot better.
Posted By: Steempipe

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 10:05

I like the fixed-function EMBM better myself. Very interesting results we have, I just don't know......

This pixelshader is using the "texbeml" instruction. I have searched over and over, down countless deadends, trying to find info about the Gforce cards and what may be creating these issues that the ATI ones overlook.

I hesitate at this point to seek out any forums that have Dx developers, in part because I do not know what I would be talking about since I am just learning.

I think I am however going to try to get a bunch of code posted... then at least maybe someone can tinker with it. Seriously thinking about getting my hands on a Gforce card also because this is crazy.

Hmmm...... keep moving forward I guess.
Posted By: qwerty823

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 10:23

I have a DLL that works with 3DGS, that prints out all the supported feature set of a card to the diag (ACKLOG.TXT) file. I could change it to do the same thing on initialze, so no wdl or code changes require, simply drop this in your acknex_plugins dir, and fire up a level. Ill make it write out to an DEVINFO.TXT file in the current workin directory, if people are interested in getting what cards can really support. Any takers?

(Sorry if I'm hijacking this thread steempipe, but I'm sure you'd be interested in this as well.)
Posted By: Steempipe

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 10:44

Yes... I am very interested in that!
Posted By: qwerty823

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 10:48

Ok, since at least you are interested, ill do it.
Posted By: poloman

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 12:40

This one works on my Nvidia Fx5200 card.
Posted By: Drew

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 13:04

works on my Radeon 9600 M10 mobile.

Looks great!!! I love the scrolling reflection!
Posted By: qwerty823

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 15:06

Ok, I couldnt get the DLL to make calls to directX on initialize, nor could i get it to work in a thread, so my only alternative was to make a small level with just enough wdl to invoke my dll function, so i've zipped it up, and here is the url:

http://www.chaostech.com/3dgs/devinfo.zip

There are 3 files in the archive, and its only 768K. It contains devinfo.exe, devinfo.wrs, and devinfo.dll. The dll exports one wdl function called WriteDeviceInfo that takes no paramaters and writes to a file called "devinfo.txt". The textfile contains the calls to GetDeviceCaps, and GetAdapterIdentifier. It dumps it into a more readable format. For more details on what this means, consult the DirectX 8.1 documentation, or ask questions here.

If you download this and run it, it will open an 640x480 engine window that will be all black, and will close almost instantly. This normal. When it closes, it will leave behind a file called "devinfo.txt". This file is what will contain your grafix card info. To post it, simply open in notepad, CTRL-A, CTRL-C, and then CTRL-V between to code tags. Or feel free to just email it to me, and ill post it as soon as i get a chance (my email is in my profile).

For those that want to run this and post what you get, I'll create a new thread, and hopefully we can make it sticky so it can serve as a reference.

Here's the output:
Code:

Driver: ati2dvag.dll
Description: ATI MOBILITY RADEON 9600 Series
DriverVersion: 661764
VendorId: 4098
DeviceId: 20048
SubSysId: 540153375
Revision: 0

DeviceType: 1
AdapterOrdinal: 0
Caps: READ_SCANLINE
Caps2: CANRENDERWINDOWED FULLSCREENGAMMA DYNAMICTEXTURES
Caps3: ALPHA_FULLSCREEN_FLIP_OR_DISCARD
Presentation Intervals: IMMEDIATE ONE
Cursor Caps: COLOR
Dev Caps: EXECUTESYSTEMMEMORY EXECUTEVIDEOMEMORY TLVERTEXSYSTEMMEMORY TLVERTEXVIDEOMEMORY
TEXTUREVIDEOMEMORY DRAWPRIMTLVERTEX CANRENDERAFTERFLIP TEXTURENONLOCALVIDMEM
DRAWPRIMITIVES2 DRAWPRIMITIVES2EX HWTRANSFORMANDLIGHT CANBLTSYSTONONLOCAL
HWRASTERIZATION PUREDEVICE
Primitive Misc Caps: MASKZ CULLNONE CULLCW CULLCCW COLORWRITEENABLE TSSARGTEMP BLENDOP
Raster Caps: DITHER ZTEST FOGVERTEX FOGTABLE MIPMAPLODBIAS ZBIAS FOGRANGE ANISOTROPY WFOG
ZFOG COLORPERSPECTIVE
Z Cmp Caps: NEVER LESS EQUAL LESSEQUAL GREATER NOTEQUAL GREATEREQUAL ALWAYS
Src Blend Caps: ZERO ONE SRCCOLOR INVSRCCOLOR SRCALPHA INVSRCALPHA DESTALPHA INVDESTALPHA
DESTCOLOR INVDESTCOLOR SRCALPHASAT BOTHSRCALPHA BOTHNVSRCALPHA
Dest Blend Caps: ZERO ONE SRCCOLOR INVSRCCOLOR SRCALPHA INVSRCALPHA DESTALPHA INVDESTALPHA
DESTCOLOR INVDESTCOLOR BOTHSRCALPHA BOTHNVSRCALPHA
Alpha Cmp Caps: NEVER LESS EQUAL LESSEQUAL GREATER NOTEQUAL GREATEREQUAL ALWAYS
Shade Caps: COLORGOURAUDRGB SPECULARGOURAUDRGB ALPHAGOURAUDBLEND FOGGOURAUD
Texture Caps: PERSPECTIVE POW2 ALPHA TEXREPEATNOTSCALEDBYSIZE NONPOW2CONDITIONAL PROJECTED
CUBEMAP VOLUMEMAP MIPMAP MIPVOLUMEMAP MIPCUBEMAP CUBEMAP_POW2 VOLUMEMAP_POW2
Texture Filter Caps: MINFPOINT MINFLINEAR MINFANISOTROPIC MIPFPOINT MIPFLINEAR MAGFPOINT MAGFLINEAR
MAGFANISOTROPIC
Cube Texture Filter Caps: MINFPOINT MINFLINEAR MIPFPOINT MIPFLINEAR MAGFPOINT MAGFLINEAR
Volume Texture Filter Caps: MINFPOINT MINFLINEAR MIPFPOINT MIPFLINEAR MAGFPOINT MAGFLINEAR
Texture Address Caps: WRAP MIRROR CLAMP INDEPENDENTUV MIRRORONCE
Volume Texture Address Caps: WRAP MIRROR CLAMP INDEPENDENTUV MIRRORONCE
Line Caps: TEXTURE ZTEST BLEND ALPHACMP FOG
MaxTextureSize: 2048x2048
Max Volume Extent: 1024
Max Texture Repeat: 2048
Max Texture Aspect Ratio: 2048
Max Anisotropy: 16
Max Vertex W: 10000000000.000000
GuardBand L/T/R/B: -960.000000 / -960.000000 / 2880.000000 / 2880.000000
Extents Adjust: 0.000000
Stencil Caps: KEEP ZERO REPLACE INCRSAT DECRSAT INVERT INCR DECR
FVF Caps: TEXCOORDCOUNTMASK PSIZE
Texture Op Caps: DISABLE SELECTARG1 SELECTARG2 MODULATE MODULATE2X MODULATE4X ADD ADDSIGNED
ADDSIGNED2X SUBTRACT ADDSMOOTH BLENDDIFFUSEALPHA BLENDTEXTUREALPHA
BLENDFACTORALPHA BLENDTEXTUREALPHAPM BLENDCURRENTALPHA PREMODULATE
MODULATEALPHA_ADDCOLOR MODULATECOLOR_ADDALPHA MODULATEINVALPHA_ADDCOLOR
MODULATEINVCOLOR_ADDALPHA BUMPENVMAP BUMPENVMAPLUMINANCE DOTPRODUCT3
MULTIPLYADD LERP
Max Texture Blend Stages: 8
Max Simultaneous Textures: 8
Vertex Processing Caps: TEXGEN MATERIALSOURCE7 DIRECTIONALLIGHTS POSITIONALLIGHTS LOCALVIEWER TWEENING
Max Active Lights: 8
Max User Clip Planes: 6
Max Vertex Blend Matrices: 4
Max Vertex Blend Matrix Index: 37
Max Point Size: 256.000000
Max Primitive Count: 1048575
Max Vertex Index: 16777215
Max Streams: 16
Max Stream Stride: 1024
Vertex Shader Version: 1.1
Max Vertex Shader Const: 256
Pixel Shader Version: 1.4
Max Pixel Shader Value: 340282346638528860000000000000000000000.000000


Posted By: Orange Brat

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 15:48

Runs fine here. GeForce FX 5200 Ultra(128MB)
Posted By: Blattsalat

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 17:21

Works perfect on ati9700pro and 9800pro
Posted By: VoodooFactory

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 17:46

Yep, works like it should on my ati radeon 9800. However, I do think that vs10_ffp looked a whole lot better.

BTW. Are you planning on releasing the resources or..?
Posted By: ello

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 18:31

works good with nvidia fx5700
Posted By: Phantom88

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 20:44

Works with my Radeon8500(Woot).

~Phantom88~
Posted By: Alexander Esslinger

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 20:49

Works on a GeForce FX 5900 Ultra aswell.
Posted By: pocorev

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/11/04 21:38

it's working on my 9800 pro... but i am in agreement with
VoodooFactory - while this one is very nice, the previous shader shows much better on my system.
Posted By: Alkai

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 04:49

By the words of others, looks like it'll work on my card! WooHoo!!! (Of course, gotta get home and try it out).

Thank you VERY much Steempipe for all your work!
Posted By: Steempipe

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 08:57

Quote:

BTW. Are you planning on releasing the resources or..?




This is in the plans... I would like to get things to work better first as it may not be that great of an idea to have buggy code floating around.

However, I may be looking to enlist the help of someone who has one of these cards the vs10_ffp EMBM thing does not run on that would like to assist in troubleshooting it.

E
Posted By: Marco_Grubert

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 09:07

Well it seems that by now it's been pinned down to GeForce 3/4 cards that don't support it properly. If you post more samples here I am sure all the GF3/4 owners can help you with testing.
Posted By: Darkstorm

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 18:40

No luck with GeForce3 Ti200. Any help that I can lend with testing is yours.
Posted By: Dan Silverman

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 19:20

Works fine on my GeForceFX 5600.
Posted By: metal

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 19:21

doesnt work with gf4 ti 4200
Posted By: SchokoKeks

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/12/04 23:25

No luck with Geforce 3 Ti 200 (64 MB) here aswell.
What could cause this? I have no clue.
Posted By: Marco_Grubert

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/13/04 11:46

This any good ?
http://www.gamedev.net/community/forums/topic.asp?topic_id=150511
Posted By: Steempipe

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/14/04 04:34

Marco, good link.. I think it might do good if I try and ask this "Yann L" some questions.
Posted By: Templar

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/26/04 16:03

Hi, I was wondering if there's anything new on this subject. I think that having a good water shader (and that one of yours does look good indeed) working on both Nvidia and ATI is needed sooo much!!
Posted By: Turotulco

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/27/04 12:58

Quote:

Ok, I couldnt get the DLL to make calls to directX on initialize, nor could i get it to work in a thread, so my only alternative was to make a small level with just enough wdl to invoke my dll function, so i've zipped it up, and here is the url:

http://www.chaostech.com/3dgs/devinfo.zip





I get a page cannot be displayed when I try to download this zip. Is it available anywhere else?
Posted By: Turotulco

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 05/28/04 01:35

Never mind. Got it. My home ISP, online.no, has a problem resolving the URL. But my day job ISP, reaktordrift.no, has no problem at all. Thank the Lords of Life for day jobs!
Posted By: Inestical

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 06/22/05 16:36

Works on ATI RADEON 9100
Posted By: Rhuarc

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 06/22/05 18:34

Digging a while back are we? I guess never thread can truely RIP if they are in this forum....
Posted By: alpha12

Re: Let's Try A PS.1.1 and VS.1.1 Water Effect! - 12/15/05 10:50

Code:

http://www.chaostech.com/3dgs/devinfo.zip


dead link,any new one?
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