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Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Alkai] #25136
04/08/04 09:09
04/08/04 09:09
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
Great Work! Ran fine on my graphics card(9800). Thanks, i'll be sure to use it.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Fixed-Function Terrain Multi-Texturing Effect [Re: William] #25137
04/08/04 11:53
04/08/04 11:53
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
What version of ps is required for the first technique? Ps 1.1? Thanks.


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Fixed-Function Terrain Multi-Texturing Effect [Re: William] #25138
04/08/04 17:55
04/08/04 17:55
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Posts: 1,097
Maryland, USA
Should not need any pixelshaders. Fixed-function. I cannot test this on anything other than my ATI 9200 tho and I do not know what the minimum requirements might be.

I updated the website with the code to do 3 textures as well as some changes to the effect file, better comments, and a little instructions.

Theres a screen with 4 textures and an EBM water effect start.

web page

I want to get this thing tested out good, then posted on the wiki.



Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Steempipe] #25139
04/09/04 09:22
04/09/04 09:22
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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trapped in a paper bag
what is the EBM water? looks cool...


Drew Medina
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Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Drew] #25140
04/09/04 09:47
04/09/04 09:47
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Posts: 1,097
Maryland, USA
Sorry, typo.... it's (EMBM) Environment-Mapped Bump Mapping. I am just gathering info about that stuff, so I do not have much light to shed on it.

Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Steempipe] #25141
04/09/04 14:31
04/09/04 14:31
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
That water looks great. Thanks for all your work!


Check out Silas. www.kartsilas.com

Hear my band Finding Fire - www.myspace.com/findingfire

Daily dev updates - http://kartsilas.blogspot.com/
Re: Fixed-Function Terrain Multi-Texturing Effect [Re: William] #25142
04/10/04 02:02
04/10/04 02:02
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Joined: Jul 2002
Posts: 2,813
U.S.
Looks very nice Steampipe. Are you going to release thet EMBM effect code? Looks great!

Btw.. That transparency problem in an engine issue on lower cards. Try giving a model or terrain a targa map, and you'll get the same same problem.


--Eric
Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Nadester] #25143
04/10/04 04:27
04/10/04 04:27
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
I am supposing that at some time in the very near future I'll post what I learn about water code. That will be a new thread when it happens so it should be easy to spot.

Thanx for the bit about the TGA transparency. Wish I would have known that a few days back as I started out with the TGA as an entSkin. Needless to say, I spent probably the whole evening going in circles and out of my mind because of that.

Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Alkai] #25144
04/10/04 06:53
04/10/04 06:53
Joined: Sep 2003
Posts: 3,236
San Diego, CA
M
Marco_Grubert Offline
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Marco_Grubert  Offline
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M

Joined: Sep 2003
Posts: 3,236
San Diego, CA
Geforce 3 works.
cullmode should be set to CCW or CW but not to none. Otherwise hidden triangles will be calculated. I am also concerned about the _zenable=false_ statement which means that the alpha blend will take place no matter whether the terrain is hidden behind another object. Not sure where that might cause errors, but it looks suspicious.

Re: Fixed-Function Terrain Multi-Texturing Effect [Re: Marco_Grubert] #25145
04/10/04 08:34
04/10/04 08:34
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
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Steempipe  Offline OP
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Posts: 1,097
Maryland, USA
Thanks Marco, that is the kind of information that I need, and find very useful. I appreciate your technical input.

Eric

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