Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, TedMar, dr_panther), 1,049 guests, and 0 spiders.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 4 of 4 1 2 3 4
Re: waving grass [Re: Thomas_Nitschke] #17749
01/29/04 23:22
01/29/04 23:22
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
the condition in the pixelshader avoids sorting errors by making every pixel fully transparent or fully opaque. the directx settings i mentioned do the same but without the need to calculate proper lighting in the vertex shader.

...the original ati vertex shader only does a very simple lighting calculation which only fluctuates the brightness a little in sync with the waves...

Re: waving grass [Re: Thomas_Nitschke] #17750
01/29/04 23:23
01/29/04 23:23
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Mit diesem Shader kann man bestimmt auch Haar/Fell machen, oder? So wie in der Dawn/Dusk demo
MfG EX


:L
Re: waving grass [Re: EX Citer] #17751
01/30/04 19:31
01/30/04 19:31
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Hi,
@ventilator: Is it possible to avoid sorting errors without the pixelshader then? Or did I get something wrong now?
@Ex Citer: Tjo das wär sicher nicht schlecht
Aber dann müsste man wohl 2 Modelle mergen, eins für das Tier oder Monster oder was auch immer, und eins für die Haare, weil man den Shader ja nur auf das ganze Modell anwenden kann wenn ich das richtig kapiert hab ^^


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: waving grass [Re: Thomas_Nitschke] #17752
01/30/04 19:36
01/30/04 19:36
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
the directx settings do the same as the pixel shader but with the lighting you want!

...
für haare eignet sich dieser shader eigentlich nicht, dafür gibt es andere techniken...

Re: waving grass [Re: ventilator] #17753
01/30/04 20:22
01/30/04 20:22
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Well, that's why I asked whether I understood something wrong
I'm sorry but in fact I'm quite new to this, so I just didn't get this was exactly the answer to my question O_o


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: waving grass [Re: ventilator] #17754
08/06/04 01:04
08/06/04 01:04
Joined: Jun 2001
Posts: 2,006
USA
Darkstorm Offline
Senior Expert
Darkstorm  Offline
Senior Expert

Joined: Jun 2001
Posts: 2,006
USA
Hey I am having absolutely no luck with this one. Would someone be so kind as to upload a working demo of this so I can see what I am doing wrong? Thanks.

Re: waving grass [Re: Darkstorm] #17755
08/23/04 05:38
08/23/04 05:38
Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
S
Sebe Offline
Serious User
Sebe  Offline
Serious User
S

Joined: Nov 2003
Posts: 1,380
Switzerland; Zurich
I can't get it work too

Would anybody be so kind to produce a small demo or just an example? This shader would be perfect for my outdoor levels

Re: waving grass [Re: Sebe] #17756
08/23/04 14:55
08/23/04 14:55
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
I think that grass shader is only working on terrain right? Could it be re written to work on leveltextures? And would it be possible to use Models (spike pits, (I have a texture called spikes. If a entity steps on the texture it looses. Putting entities into alle these pits of different size would be a big waste. I think a shader would do that better. Important would be the same distant of every spike). I hope the entity is faded out if its to far away from the cam (like detail maps, which are only rendered of they are close to the cam. The distance should be adjustable).

EX Citer


:L
Re: waving grass [Re: Sebe] #17757
08/23/04 15:19
08/23/04 15:19
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
its as easy to implement. just place some gras sprites in your level and apply the action on it. just c&p the code from the wiki. there are no problems using it (if your card supports the needed versions).

Re: waving grass [Re: ello] #17758
08/27/04 00:37
08/27/04 00:37
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
I thought this shader was only working with MDLs?
@ExCiter: No idea what you think this thing was... but it hast nothing to do with neither terrain nor level geometry


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Page 4 of 4 1 2 3 4

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