Gamestudio Links
Zorro Links
Newest Posts
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Trading Journey
by howardR. 04/24/24 20:04
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
Scripts not found
by juergen_wue. 04/20/24 18:51
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
4 registered members (AndrewAMD, EternallyCurious, Petra, 1 invisible), 764 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Mega_Rod, EternallyCurious, howardR, 11honza11, ccorrea
19048 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 4
Page 11 of 11 1 2 9 10 11
Re: terrain multitexturing shader [Re: PHeMoX] #17395
05/02/04 03:53
05/02/04 03:53
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
yah.... I just looked at the shader and realized that it needed to be different. I must have been expirimenting then, or somehow got the wrong build available.

So..... make the changes to the code like this:
Getting rid of the stupid "point" values.

magFilter[3]=linear;
minFilter[3]=linear;
mipFilter[3]=linear;


Blending should happen better then. And anything you do with brushes or blurs or whatever in your photoeditor will be icing on the cake.

Sorry...
E

Re: terrain multitexturing shader [Re: Steempipe] #17396
05/02/04 05:16
05/02/04 05:16
Joined: Dec 2003
Posts: 139
Norway
Turotulco Offline
Member
Turotulco  Offline
Member

Joined: Dec 2003
Posts: 139
Norway
You have absolutely nothing to be sorry for. ;.) The work that you and Ventilator have done has given the rest of us a beachead into the land of shaders.

Hmmmm...

Now must go find the difference between "Linear" and "Point".

Have you got any good pointers for where to start reading to pick up a little more info on this stuff?


b. rgds. T "That which does not kill us, makes us stranger. Are you sure you don't you mean stronger? Yes. Quite sure." ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ A6 Commercial Ver 6.5
Re: terrain multitexturing shader [Re: Turotulco] #17397
05/02/04 13:13
05/02/04 13:13
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
The links that are at the Wiki in the Shader section are great places and I look at the DXSDK docs alot.
It mainly is just a matter of looking over the docs, the code samples, and then playing with things to see what happens. I've browsed a few books here and there and found that they seem to echo what is already at MSDN or the Shaderx sites. Hmmm... I seem to visit Flipcode, Gamedev, & Gamasutra sites alot.
And naturally, the great effects that the others here have posted are bits of gold.

Re: terrain multitexturing shader [Re: Steempipe] #17398
05/02/04 19:31
05/02/04 19:31
Joined: Aug 2003
Posts: 153
Germany, Dresden
lolek Offline
Member
lolek  Offline
Member

Joined: Aug 2003
Posts: 153
Germany, Dresden
Why effects program with try and error? Who scripting an Effect editor for fallback techniques?
Steempipe, your multitexturing code is very well. Unfortunately, I don't understand everything of this.
I already have some tutorials over terrain, modeling, particle and a different one written. Unfortunately, therefore I don't also have any time to study everything about effects. I'm glad there is you,ventilator and other shader experts.


on my HP: simple dialogeditor 2.0, particleeditor with children mdl Models mdl2 mapping tree modeling terrain modeling
Re: terrain multitexturing shader [Re: lolek] #17399
05/03/04 20:32
05/03/04 20:32
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The blending problem seems to be solvable in both ways, gaussian blur in photoshop (although it reduces some detail), and getting rid of the point values..

Does anyone has a shader which produces a layer of 3d-ish grass? Just curious...

(DAMM I still have to wait for 3dgs A6 com to arrive at my mailbox, yet I am patience itself, because of these great shaders on the forums hehehe)


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: terrain multitexturing shader [Re: PHeMoX] #17400
01/06/05 01:25
01/06/05 01:25
Joined: Dec 2003
Posts: 266
Celle
task1 Offline
Member
task1  Offline
Member

Joined: Dec 2003
Posts: 266
Celle
hallo ventilator,

in diesem eintrag hast du von "invalid swizzling" gesprochen.

der neue code war:

mov r1.a, t1.b
lrp r0.rgb, r1.a, t2 ,t3
+mov r0.a, c0

das funktioniert bei mir gut, aber sobald ich t1.b durch t1.r oder t1.g ersetze, bekomme ich die gleiche oder eine ähnliche fehlermeldung wieder.

das genaue problem habe ich nicht verstanden.könntest du evtl nochmal erklären was das problem genau ist?


visit my pages: www.xiron.de ICQ: 335016379 Messenger: lalimited@hotmail.com
Re: terrain multitexturing shader [Re: task1] #17401
05/10/05 14:53
05/10/05 14:53
Joined: May 2005
Posts: 17
T
thermalheat Offline
Newbie
thermalheat  Offline
Newbie
T

Joined: May 2005
Posts: 17
Hi,

I know that this is an old thread but I would like to learn more on shaders so could anyone kindly please provide files (level, skins and wdl associated/specific to the level) for my learning purposes?

Would look towards for reply on this.

Thank you for your time.

=ThermalHeat=

Re: terrain multitexturing shader [Re: thermalheat] #17402
05/10/05 18:57
05/10/05 18:57
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Don't want to sound rude or anything, but try searching more with the search option on this forum.. Especially look for Drew medina and ventilator, or matt auf der heide and ello's posts, or any other shaderking i forgot to mention, out there, you will find tons of information about shaders (and quite some code examples too)!! Also note that some of the codes are old DirectX 8 shaders, which will have to be slightly altered to work with DirectX 9 ---> Consult the Wikipage and also maybe google for information on shaders, that'll get you started!!


Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Page 11 of 11 1 2 9 10 11

Moderated by  Blink, Hummel, Superku 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1