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Re: Real DX9 Reflection [Re: EX Citer] #37732
12/16/04 04:56
12/16/04 04:56
Joined: Oct 2003
Posts: 151
Watseka, Illinois
M3PHiSTOPH3L3S Offline
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M3PHiSTOPH3L3S  Offline
Member

Joined: Oct 2003
Posts: 151
Watseka, Illinois
First off, very cool. I agree that you should use very small maps. Maybe even set a detail level in the options or something.

Have you been able to generate the environment map from the center of the reflecting object with it being hidden yet? I was asking because I noticed in the screen that the sphere was reflecting itself.

Have you tryed setting this to refresh every second or so yet? If so, what kind of effect did it have on fps?

Good luck. This could possibly solve some of the problems of not having render-to-texture in the lower editions.

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: Real DX9 Reflection [Re: M3PHiSTOPH3L3S] #37733
12/16/04 05:38
12/16/04 05:38
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 we could use this to get the scene glow/blur/bloom going too

Re: Real DX9 Reflection [Re: Drew] #37734
12/16/04 07:16
12/16/04 07:16
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
you can do the glow thing with this dll: renderview

just copy this into your plugin folder, and then in script declare this function:
dllfunction render_backbuffer(entity);

then make a screen sized quad as a view entity and make a function where you call:
me=scree_quad;
render_backbuffer(me);

i recommend using a small skin texture for the quad. like 64*64..otherwise it gets slow. Then you also apply some postprocessing like blur..

Re: Real DX9 Reflection [Re: Matt_Aufderheide] #37735
12/16/04 08:56
12/16/04 08:56
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
Wow, i will try (hehe yeah right!) but a glow filter is second after normal mapping as far as competetive looka nd feel...and you already contributed such a great normal map code...

Re: Real DX9 Reflection [Re: Drew] #37736
12/16/04 11:09
12/16/04 11:09
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Are you saying you want a blur shader? i have one..i'll post it you want.. also Ello has posted a blur shader as well.

Re: Real DX9 Reflection [Re: Matt_Aufderheide] #37737
12/16/04 16:20
12/16/04 16:20
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
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EX Citer  Offline
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Joined: May 2002
Posts: 2,541
Berlin
Drew is talking of the bloom shader I think... Yep, there he wrote it. The shader which makes bright areas in the view glowing. But I can need some blur shaders for my under water scenes. And I am still waiting for the parallax mapping shader... And of course for this reflaction master thingy

EX Citer


:L
Re: Real DX9 Reflection [Re: EX Citer] #37738
12/16/04 17:33
12/16/04 17:33
Joined: Jul 2004
Posts: 1,710
MMike Offline
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MMike  Offline
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Posts: 1,710
OKay guys im back.. eehh
Well I can share of course im not selfish )

Well the FPS is 137 FPs on my pc .. Cause it just use a normal env Map DX8

And to refresh you need to press t ( for now (test))... cause It needs to save to a bmp picture, as far as i know the screenshot its bmp, and then, it takes time to save to the disc, so we can't have a refrshment each frame..


Maybe your C++ plugin could be very useful don't know :S, shoud we give it a try..

Concerning to the sphere, im working on that , making it invisible when taking the shot ... ( sounds ugly).. ( but the fact of you seeing the shpere, is cause the model i used to that test has is axis not on the center, thats the only reason.. i made it like that, to be able to see the shpere reflection . ehe im not using templates, and even havent tryed to add a f7 (orbital cam) ehehh


The refectiong used to the cube , it based on the player pos... So it just works for the player for now. For multi object that would be Overload, cause it had to take a individual shot cubemap ... So i guess you are getting there..

Of course , this can be always used To simple reflections..

Last edited by Unknot; 12/16/04 23:20.
Re: Real DX9 Reflection [Re: EX Citer] #37739
12/17/04 05:30
12/17/04 05:30
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Quote:

Drew is talking of the bloom shader I think... Yep, there he wrote it. The shader which makes bright areas in the view glowing. But I can need some blur shaders for my under water scenes. And I am still waiting for the parallax mapping shader... And of course for this reflaction master thingy

EX Citer




yup, bloom filter is what I need, not blur... ala Prince o' persia...Is there one for non pro?!
sorry about the hijack

Great to hear abouth the fps... REALLY looking forward to this


Drew Medina
Game Developer (Artist)
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Re: Real DX9 Reflection [Re: Drew] #37740
12/17/04 07:47
12/17/04 07:47
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
Expert
Matt_Aufderheide  Offline
Expert
M

Joined: Oct 2003
Posts: 4,131
bloom is the same as blur basically..just render to the scene using my dll and then apply a blur shader

Re: Real DX9 Reflection [Re: Matt_Aufderheide] #37741
12/17/04 19:51
12/17/04 19:51
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
if you or someone could assemble this, would be amazing...I tried, I just dont have the chops
thanks


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
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