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Re: Shade-C: DS Demo [Re: BoH_Havoc] #256299
03/15/09 22:35
03/15/09 22:35
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
Serious User
VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
// Internet access is very costly here,

maybe BoH is gentle remind that we may support him and make some donates? blush laugh


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Shade-C: DS Demo [Re: VeT] #256317
03/16/09 04:06
03/16/09 04:06
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
is nacasi 64 bit capable because i cant even run it.

Re: Shade-C: DS Demo [Re: BoH_Havoc] #256584
03/17/09 17:03
03/17/09 17:03
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Geforce9800 GTX+

260 FPS with SSAO, absolutely smooth, no problems
430 FPS without SSAO, absolutely smooth, no problems aswell


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Shade-C: DS Demo [Re: BoH_Havoc] #256588
03/17/09 17:16
03/17/09 17:16
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: BoH_Havoc
HeelX: The Deferred Shading needs 3 multiple render targets. Maybe your gfx card does not support it?


In that case I would advice you to write a fallback shader or a possibility to trap this case and to disable the use of DS. If you integrate this into your next Shade-C release, no one on the world should be alienated just because one single feature can't be used.

Re: Shade-C: DS Demo [Re: HeelX] #256720
03/18/09 15:52
03/18/09 15:52
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
User
Schmerzmittel  Offline
User

Joined: Aug 2005
Posts: 512
Bayern
Wow. Havoc das sieht einfach geil aus.

Jetzt nur noch mit dem Schattenshader und allem anderen von Shade-C aus der letzten Version. Besser gehts wirklich nicht. *Schleim* Meisterlicher Alleskönner Du! *Schleimmodus aus* laugh


A7 Com V7.80
Re: Shade-C: DS Demo [Re: Schmerzmittel] #256774
03/18/09 23:14
03/18/09 23:14
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
works for me now, all tho it is a bit jittery

around 125 fps with a nvidia 9600 (ssao)

I do have one question tho... why are they lined up like they are trying to sniff eachothers ass's?

Re: Shade-C: DS Demo [Re: lostclimate] #256885
03/19/09 12:48
03/19/09 12:48
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
350-400 fps without ssao
300-350 fps with ssao

Very nice work!

NVideo GeForce 9800 GT


~"I never let school interfere with my education"~
-Mark Twain
Re: Shade-C: DS Demo [Re: Germanunkol] #257065
03/20/09 10:42
03/20/09 10:42
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
Just an idea: Those Volumetric clouds, in the first demo in this thread... could they be used to simulate a nebula in space that you can fly through?
(boh_havoc, you know what kind of nebula I'm talking about... it would replace the sprites in the playground level of CSIS?)


~"I never let school interfere with my education"~
-Mark Twain
Re: Shade-C v0.90 released [Re: BoH_Havoc] #257169
03/21/09 03:24
03/21/09 03:24
Joined: Mar 2009
Posts: 2
A
ACb Offline
Guest
ACb  Offline
Guest
A

Joined: Mar 2009
Posts: 2
Hi, i just started using Gamestudio and has been trying to learn how to apply shaders onto my school assignment. First of all, i would like to thank Boh_Havoc for his Shade-c project.

However i was having problem trying to apply the radialblur effect onto the carlevel project provided by Gamestudio.

When the effect is apply to the project, it just create a white flash on the screen


This is the screen when the effect is not apply to the game


This is how i apply the effect onto the game.
Code:
#include "sc_pp.c";
#include "sc_pp.h";

void addBlurToView()
{
  sc_mtl_pp_radialBlur.skill1 = 0.3;
  
  sc_mtl_pp_radialBlur.skill2 = 0.5;
  sc_mtl_pp_radialBlur.skill3 = 1;
   
  sc_ppAdd(sc_mtl_pp_radialBlur, camera, 0);
}

void removeBlurFromView()
{
   sc_ppRemove(sc_mtl_pp_radialBlur, camera, 0);
}


then i call "addBlurToView" function in physics_car.c.
Code:
function SpeedControl()
{
.....
while(1){
              if(i < 10 && blur ==0){
			addBlurToView();
			i++;
			if(i == 10){
				blur =1;
			}
		}
		
		if(i<=10 && blur == 1){
			removeBlurFromView();
			i--;
			if(i==0){
				blur =0;
			}
		}
....
}


Since i am new to gamestudio and shading, i had no idea where went wrong. If possible i hope someone will spot my error and tell me or even best give me an code example that apply the radialblur effect successfully.

Oh yeah...sorry for the long wall of text. eek

Re: Shade-C v0.90 released [Re: ACb] #257224
03/21/09 15:45
03/21/09 15:45
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Alright, back from vacation...which also means back to work laugh

Thanks for all the feedback! Should help me to improve the whole thing smile

Quote:
In that case I would advice you to write a fallback shader or a possibility to trap this case and to disable the use of DS. If you integrate this into your next Shade-C release, no one on the world should be alienated just because one single feature can't be used.


Of course. You will be able to enable/disable deferred shading. Making shade-c deferred shading only would be nuts smile


Quote:
I do have one question tho... why are they lined up like they are trying to sniff eachothers ass's?


Lol, that wasn't on purpose, but now you mention it... laugh

Quote:
Just an idea: Those Volumetric clouds, in the first demo in this thread... could they be used to simulate a nebula in space that you can fly through?
(boh_havoc, you know what kind of nebula I'm talking about... it would replace the sprites in the playground level of CSIS?)


Check your PMs




ACb:
Don't call addBlurToView(); every frame. Call it once when you need it, then adjust
sc_mtl_pp_radialBlur.skill1
sc_mtl_pp_radialBlur.skill2
sc_mtl_pp_radialBlur.skill3
every frame to your needs.
Once you don't need the radial blur effect anymore, call removeBlurFromView(); once(!) That should do it smile



Shade-C EVO Lite-C Shader Framework
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