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Re: render2texture.dll all a6 editions [Re: Slin] #151824
09/05/07 18:07
09/05/07 18:07
Joined: Feb 2006
Posts: 385
Oldenburg,Germany
Ralph Offline
Senior Member
Ralph  Offline
Senior Member

Joined: Feb 2006
Posts: 385
Oldenburg,Germany
Der Befehl plugindir geht nicht...

Re: render2texture.dll all a6 editions [Re: Ralph] #151825
09/06/07 16:59
09/06/07 16:59
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
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Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
für ganz dumme:
wie setz ich das plugin jetz ein und hat wer nun einen bloom shader?
bitte! danke^^

Re: render2texture.dll all a6 editions [Re: sPlKe] #151826
09/06/07 20:54
09/06/07 20:54
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline OP
Serious User
ChrisB  Offline OP
Serious User

Joined: Sep 2002
Posts: 1,604
Deutschland
@lostclimate: I'm working on it. There seems to be a bug that makes the engine think that the renderbitmap is 1024x1024 in size instead the real 800x600 (or whatever).

@sP|Ke: jaja, bekommste alles, und einen post-toonshader noch obendrauf, nur geduld

@ralph: Tut mir leid, A6 sybex (was mein ich 6.1 oder sogar 6.0 war) wird nicht unterstützt, das nutzte ein einderes plugin system (noch das von a5).

@all: The bug with video_switch is gone. Yeah
I will upload a new version when i had time to fixe the other bug(s).


www.Swollen-Eyeballs.org
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Re: render2texture.dll all a6 editions [Re: ChrisB] #151827
09/07/07 09:10
09/07/07 09:10
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
sag mal , chrisB, da du es ja so drauf hast, bist du in der lage eine dll zu programmieren die eine ferige depthmap bereitstellt, ohne daß man alle objekte mit nem extrashader in nem neuen view rendern muss? und evtl. eine textur, wo nur die normalenrichtungen dargestellt werden? so daß man im material-script nachher schreiben könnte:

skin1 = camera.depth;
skin2 = camera.normals;

kannst du sowas machen?

Re: render2texture.dll all a6 editions [Re: ello] #151828
09/07/07 16:40
09/07/07 16:40
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
I figured it out, it has to be a power of 2. thanks for the help chrisb.

Re: render2texture.dll all a6 editions [Re: lostclimate] #151829
10/15/07 17:32
10/15/07 17:32
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
when trying to use this dll, i get a black screen, or black model...it's not my video card, because i can run the test, but not when i add it


- aka Manslayer101
Re: render2texture.dll all a6 editions [Re: mpdeveloper_B] #151830
10/15/07 17:38
10/15/07 17:38
Joined: Nov 2003
Posts: 698
England, UK
A
Aaron_H Offline
User
Aaron_H  Offline
User
A

Joined: Nov 2003
Posts: 698
England, UK
Wow, I just caught this one.
Nice plugin ChrisB! Thanks!

Re: render2texture.dll all a6 editions [Re: Aaron_H] #151831
10/15/07 18:09
10/15/07 18:09
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
@manslayer, did you add the bitmap to your folder?

Re: render2texture.dll all a6 editions [Re: lostclimate] #151832
10/15/07 18:36
10/15/07 18:36
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Joined: Feb 2006
Posts: 2,185
i'm not sure what bitmap you mean, i'm talking about using the dll in general, i used it with the refraction shader, and as soon as it starts rendering to full screen then the screen goes black...for the water shader that was posted, the water goes black...if it's included with this package i have no problem with it, but when i copy the four lines of code, and include the dll in my acknex_plugins directory, it still just turns these things black...


- aka Manslayer101
Re: render2texture.dll all a6 editions [Re: mpdeveloper_B] #151833
10/15/07 19:18
10/15/07 19:18
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
well the way rtt in a6 works is that it blits the screen to a bmap of an object, so for postprocessing what happens is you create a quad overtop of the screen that the camera renders to and then it does its work to that, im not sure what you'd do for refraction tho.

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