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Re: uv-offset texture formats [Re: Steempipe] #26601
05/15/04 13:20
05/15/04 13:20
Joined: Aug 2001
Posts: 426
USA
Homey Offline
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Homey  Offline
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Joined: Aug 2001
Posts: 426
USA
Crashes on my old GEForce 256 with D3D error
Works on all my ATI cards though

Re: uv-offset texture formats [Re: Marco_Grubert] #26602
05/19/04 04:34
05/19/04 04:34
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Posts: 1,097
Maryland, USA
@Marco:

Quote:

It's bumpy on plain Geforce 3 as well. The textures look a little bland though- 16 bit ones ?




I guess it really did not matter what format my texture was since evidentally V8U8 is 16bit format and the texture had to be bmap_to_uv'ed.

This from MSDN:

Quote:

Signed Formats
Data in a signed format can be both positive and negative. Signed formats use combinations of (U), (V), (W), and (Q) data.

Signed format flags Value Format
D3DFMT_V8U8 60 16-bit bump-map format using 8 bits each for u and v data.
D3DFMT_Q8W8V8U8 63 32-bit bump-map format using 8 bits for each channel.
D3DFMT_V16U16 64 32-bit bump-map format using 16 bits for each channel.
D3DFMT_Q16W16V16U16 110 64-bit bump-map format using 16 bits for each component.
D3DFMT_CxV8U8 117 16-bit normal compression format. The texture sampler computes the C channel from: C = sqrt(1 - U2 - V2).





Re: Shiny wet pavement? [Re: Orange Brat] #26603
05/21/04 08:15
05/21/04 08:15
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
I hope that much of the GF/ATI texture issues are behind me for this one.

The card requirments:
-Support 3+ texes per stage
-VertexShader 1.1
-EMBM (Using the "BumpEnvMap" operation)

Having some issues with figuring out the best types of textures to use for this thing. As well as some trouble with this pixelation type of annoyance.



If you want to see if anything other than black or white shows on your card I have a build here:
The demo - approx 2.4MB

Re: Shiny wet pavement? [Re: Steempipe] #26604
05/21/04 11:28
05/21/04 11:28
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Posts: 1,276
trapped in a paper bag
NICE! runs perfectly on my 9600mobile.
Is there anyway to get some movement of the lights or maps in any way? Or a way to keep a map camera aligned/locked so the highlight moves with the camera? (DRooool)
Steempipe, you are awesome for sharing, is the code coming soon? I really hope so! thanks!

Re: Shiny wet pavement? [Re: Drew] #26605
05/21/04 11:40
05/21/04 11:40
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
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A.Russell  Offline
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Joined: Mar 2003
Posts: 4,427
Japan

Water now works on my GeForce FX5700:




Last edited by A.Russell; 05/21/04 11:41.
Re: Shiny wet pavement? [Re: Steempipe] #26606
05/21/04 12:36
05/21/04 12:36
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline OP

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Orange Brat  Offline OP

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Joined: Aug 2000
Posts: 7,490
Shows up on my GFFX 5200 Ultra. Not bad. It would be interesting to see how it looks on a more common brick or concrete street.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Shiny wet pavement? [Re: Orange Brat] #26607
05/21/04 15:14
05/21/04 15:14
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
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A.Russell  Offline
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A

Joined: Mar 2003
Posts: 4,427
Japan

I just tried the wet pavement shader as well.

It's very good, except that some of the pixels jitter around too much. If you could calm it down a little.

Re: Shiny wet pavement? [Re: A.Russell] #26608
05/21/04 18:11
05/21/04 18:11
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Posts: 1,276
trapped in a paper bag
maybe mipmapping could help that?
I LOVE NEW SHADERS!


Re: Shiny wet pavement? [Re: Steempipe] #26609
05/21/04 21:18
05/21/04 21:18
Joined: May 2004
Posts: 1
S
slayer2k3 Offline
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works on my geforce 4 ti4200

Re: Shiny wet pavement? [Re: slayer2k3] #26610
05/22/04 04:11
05/22/04 04:11
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
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Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Man.... So I moved the mipmap instruction from after the "bmap _to_uv" to before it. The dancing pixels disappeard, but so did the nice gloss effect. Hmmmmmmmm, I'll have to see what MS does.

FYI: This is essentially the same effect that the vs11/ffp EMBM water uses. This is what I have learned so far:
1). I can pass just about any texture format to the ATI card and the EMBM gets rendered. As a matter of fact, in some cases it looks better than the V8U8 tex.
2). For the GF cards it appears we need to convert the texture to V8U8 format using the "bmap_to_uv();" instruction.

Sidenote:
Any SDK people have any ideas to pass difffernt EMBM UV texture formats to our effects?? Can we even use DX to CreateTexture and use it in the effect??

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