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Re: Projective texture shader : [Re: Thomas_Nitschke] #147270
08/14/07 18:52
08/14/07 18:52
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

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Orange Brat  Offline

Senior Expert
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Joined: Aug 2000
Posts: 7,490
That's Matt's old directx 8 version. It's out of date and slow, and he recently said he's replacing it. I'm betting it will be for Sphere 3 since he also said he's working on a new version of Sphere.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Projective texture shader : [Re: Orange Brat] #147271
08/16/07 08:38
08/16/07 08:38
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
Expert
Excessus  Offline
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Joined: Jan 2004
Posts: 2,013
The Netherlands
When the shadowmapping on the forecast is out, you'll have a projection shader as well. Shadowmapping works like this: first a depthmap is rendered from the light position. When rendering a pixel, this depthmap is projected onto the scene so it is possible to check if the pixels' distance to the light is greater than the distance in the depth map (in which case it should be shadowed).

I once made such a shader (you can still find shots in showcase I), but I'm afraid I've lost it. I'll see if I can find it in my backups. If I do, I'll release the shadowmapping shader and projection shader. I'll search for it this weekend, after my university introduction.

Re: Projective texture shader : [Re: Excessus] #147272
08/16/07 21:22
08/16/07 21:22
Joined: Aug 2005
Posts: 390
Florida
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oldschoolj Offline
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oldschoolj  Offline
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Joined: Aug 2005
Posts: 390
Florida
If GS comes out with a projective decal system (target selection, spell effects, etc.) that bend around angles, and has a user interface I will personally drive to Germany and do ALL of jcl's Laundry, LOL you can quote me on that!


you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe. __________________________________ yours truly
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