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Re: HLSL Parallax Mapping [Re: Rhuarc] #34761
10/13/04 08:00
10/13/04 08:00
Joined: Sep 2004
Posts: 1,214
Austin, Texas
Josh_Arldt Offline
Senior Developer
Josh_Arldt  Offline
Senior Developer

Joined: Sep 2004
Posts: 1,214
Austin, Texas
I have tried it and all I see are big black lines going across the camera. Kind of like the models mesh is skewed across the level. My card supports it too. So I wonder what the problem is?

Last edited by humansandbag; 10/13/04 08:06.
Re: HLSL Parallax Mapping [Re: M3PHiSTOPH3L3S] #34762
10/13/04 09:56
10/13/04 09:56
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
I have not had time to play with your shader. I have an offset(parallax)bumpmapping effect that is working for the most part, but needs tweaks.

One thing, and the only thing, that jumps out at me is this:

In the Vertexshader inputs,
Quote:

struct VS_INPUT_STRUCT
{
float4 position : POSITION;
float3 tangent : TANGENT;
float3 normal : NORMAL;
float3 texcoord0 : TEXCOORD0;
};





We are given the tangent in TEXCOORD2 (consult the TXT file that comes with our updates). So I would probably start by making it compliant that way:

struct VS_INPUT_STRUCT
{
float4 position : POSITION;
float3 normal : NORMAL;
float3 texcoord0 : TEXCOORD0;
float3 tangent : TEXCOORD2;
};

I know, I know... sometimes it does not seem to matter what FVF type of stuff we shove in. But, sometime's it does.

Then maybe look at lighting things and the direction, maybe negate something.

Hope something helps or produces other ideas!

Eric

Re: HLSL Parallax Mapping [Re: Steempipe] #34763
10/13/04 21:49
10/13/04 21:49
Joined: Jan 2003
Posts: 39
Germany, Nuernberg
Andreas_F Offline
Newbie
Andreas_F  Offline
Newbie

Joined: Jan 2003
Posts: 39
Germany, Nuernberg
i've tried the corrected code + the changes from steempipe. No Errors but then i get the model that has this shader into view, the engine just crashes... No Errors nothing


In diesem Sinne...
Re: HLSL Parallax Mapping [Re: Andreas_F] #34764
10/14/04 00:56
10/14/04 00:56
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
Member
M3PHiSTOPH3L3S  Offline OP
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois
Thank you all for trying to figure this out. When I get home I'll try messing with it some more. BTW, Steampipe, if you dont mind can you post your parallax shader? I'd be interested in seeing anything like this work, and also does it work on level geometry?

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: HLSL Parallax Mapping [Re: M3PHiSTOPH3L3S] #34765
10/14/04 05:40
10/14/04 05:40
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
I had put the effect on the back-burner, so it never did get ironed out. I am considering posting it, but I will not be able to answer questions and such.

This is where I left off, for vertex/pixelshader 1.1


Re: HLSL Parallax Mapping [Re: Steempipe] #34766
10/14/04 06:07
10/14/04 06:07
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
yes please!

Re: HLSL Parallax Mapping [Re: Drew] #34767
10/14/04 07:03
10/14/04 07:03
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Not that I intend to hijack this thread... it just reminded me of a folder I had with my tribulations.

Now that it is not so dark, there is still one major gripe I have with it~ The colormap gets skewed in the "DOT" process and leaves an undesirable banding type effect that is very noticable when up close.






See if I can figure that out, and then post some code...

Re: HLSL Parallax Mapping [Re: Steempipe] #34768
10/15/04 23:25
10/15/04 23:25
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
Member
M3PHiSTOPH3L3S  Offline OP
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois
Well I've tried just about everything now and nothing seems to work. I thought of something that I probably did wrong though. I tried calculating the inverted world matrix by matWorld * -1 ... something tells me that might be whats wrong. I'm at work now so I cant really try fixing it now, but is this the wrong way to calculate the inverse world matrix? If so, can someone tell me how to do this right? Thank you in advance.

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
Re: HLSL Parallax Mapping [Re: M3PHiSTOPH3L3S] #34769
10/16/04 00:09
10/16/04 00:09
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
yes thats the wrong way.. the inverse of a matrix is not neccessarily it's negative.

instead simply use this :
mat_inverse(matMtl, matWorld);
this copies the inverse world matrix to the material matrix.

Re: HLSL Parallax Mapping [Re: Matt_Aufderheide] #34770
10/16/04 00:14
10/16/04 00:14
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline OP
Member
M3PHiSTOPH3L3S  Offline OP
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois
ty,ty,ty!!

i haven't been able to try it, but thats probably what it is! When i get home I'll try to set it up properly and release a demo (keeping fingers crossed).

M3PHiSTO


"you give me the reason, you give me control, i gave you my purity, my purity you stole, did you think i wouldn't recognize this compromise? am i just too stupid to realize?" - Trent Reznor (NiN) Yahoo Messager ID: SHATT3R3DFA1TH
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