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RE:3D Glasses shader [Re: Scorpion] #104890
08/29/07 18:51
08/29/07 18:51
Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
openfire2691 Offline
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openfire2691  Offline
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Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
A 3D Glasses effect really shouldn't be that difficult. All you need to do is set up two different cameras and position them next to each other. Give one a green tint and the other a red tint and overlay them. This works because the two cameras are positioned just like your eyes are, so they would act the same way, getting slightly different angles of objects and returning the illusion of three dimensions.


When your script isn't working right, usually it's because it's doing exactly what you told it to. -An Unknown Programmer
Re: RE:3D Glasses shader [Re: Uhrwerk] #104891
08/29/07 18:51
08/29/07 18:51
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
hey, with alphachanel it works, thank you really much (did i over read that in the thread? O_ò)

Re: RE:3D Glasses shader [Re: Scorpion] #104892
08/29/07 20:02
08/29/07 20:02
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
You're welcome. I had problems with this myself. Found it somewhere in this thread in a comment to a script...


Always learn from history, to be sure you make the same mistakes again...
Re: RE:3D Glasses shader [Re: Uhrwerk] #104893
08/29/07 22:10
08/29/07 22:10
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
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MrCode  Offline
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M

Joined: Mar 2007
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0x00000USA
How do I use the negative shader (in Lite-C)? I have the code copied and edited (material changed to MATERIAL*), but I don't know how to get it to apply to the camera.

Re: RE:3D Glasses shader [Re: MrCode] #104894
08/29/07 23:18
08/29/07 23:18
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
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Joined: Jan 2002
Posts: 4,225
Germany / Essen
Have a look some posts above. Phemox explained it all in detail. The changes for Lite-C are minimal.


Always learn from history, to be sure you make the same mistakes again...
Re: A total of 10 (!) Post-Processing Shaders :) [Re: PHeMoX] #104895
08/29/07 23:58
08/29/07 23:58
Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
openfire2691 Offline
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openfire2691  Offline
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Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
I tried to use one of the shaders in this post, but when I run it I get an error saying that it doesn't recognize "sampler2D g_samSrcColor" as an actual command. I think this is because the engine is not recognizing that all of that is written in a different language. Is there a reason for that? I'm running 3DGS Pro, so there shouldn't be any conflict.


When your script isn't working right, usually it's because it's doing exactly what you told it to. -An Unknown Programmer
Re: A total of 10 (!) Post-Processing Shaders :) [Re: openfire2691] #104896
08/30/07 00:04
08/30/07 00:04
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline OP
Senior Expert
PHeMoX  Offline OP
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

I tried to use one of the shaders in this post, but when I run it I get an error saying that it doesn't recognize "sampler2D g_samSrcColor" as an actual command. I think this is because the engine is not recognizing that all of that is written in a different language. Is there a reason for that? I'm running 3DGS Pro, so there shouldn't be any conflict.




The reason would be that you need at least A6.31, the 'sampler2D' command is still working fine here (with A6.60). Or ... perhaps you've missed a semicolon somewhere? Did you copied and pasted?

Cheers

Last edited by PHeMoX; 08/30/07 00:05.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: A total of 10 (!) Post-Processing Shaders :) [Re: PHeMoX] #104897
08/30/07 04:46
08/30/07 04:46
Joined: Mar 2007
Posts: 677
0x00000USA
M
MrCode Offline
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MrCode  Offline
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M

Joined: Mar 2007
Posts: 677
0x00000USA
@Uhrwerk:

Oh, wait a minute, nvr mind. I only have the Lite-C free version. No shader FX. I don't want to test it with my A6, though. I'm kinda moving away from C-Script.

I hope to get A7 sometime soon, though!


Code:
void main()
{
    cout << "I am MrCode,";
    cout << "hear me roar!";
    system("PAUSE");
}
Re: A total of 10 (!) Post-Processing Shaders :) [Re: MrCode] #104898
08/30/07 12:08
08/30/07 12:08
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
there is still the old render_view.dll, but it was really slow.
I think in this forum there was someone who wanted to write a new, better one.

Re: A total of 10 (!) Post-Processing Shaders :) [Re: PHeMoX] #104899
08/31/07 16:19
08/31/07 16:19
Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
openfire2691 Offline
Junior Member
openfire2691  Offline
Junior Member

Joined: Sep 2006
Posts: 74
Northwestern Oregon, United St...
Thanks Phemox. Shaders work great now.


When your script isn't working right, usually it's because it's doing exactly what you told it to. -An Unknown Programmer
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