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Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: darkinferno] #307368
01/28/10 19:15
01/28/10 19:15
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Posts: 2,252
when your project is not too big just upload it somewhere - I´m going to take a look at it if you want wink
send me a PM

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: Hummel] #307374
01/28/10 20:15
01/28/10 20:15
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
well my project is huge.. lol

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: darkinferno] #307378
01/28/10 21:20
01/28/10 21:20
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
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Dark_samurai  Offline
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Joined: Jul 2005
Posts: 1,930
Austria
Wow I love it!


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Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: Dark_samurai] #307395
01/28/10 23:16
01/28/10 23:16
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
ahh, found it, some other shader was causing the problem, one of slins blooms shaders, it doesnt seem to work with shadeC's hdr also.. i did get it running however, like the speed of it

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: darkinferno] #307456
01/29/10 14:32
01/29/10 14:32
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
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SchokoKeks  Offline
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Joined: Nov 2002
Posts: 913
Berlin, Germany
the rays in the demo don't show up for me. There is no error message, but I can't see the sun in the sky and it doesn't cast rays. I can move it using the cursur keys, but that only changes the lightning on the ground.

my ATI HD 3780 graphics card should be able to handle it. drivers are a bit older, I might try updating it later.

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: SchokoKeks] #307474
01/29/10 15:32
01/29/10 15:32
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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hehe, ATI always sucks tongue

@darkinferno: I asked you whether you are using the PP_Helper.c from the demo or not because I modified the functions to support MRTs -> more parameters

EDIT:
I uploaded a small vid.

While making the vid I noticed that the calculated sunpos seems to be the one of the last frame but I was not able to correct that know...
You can see this when you use a small and/or fast moving sun frown

Last edited by Hummel; 01/29/10 16:51.
Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: Hummel] #307495
01/29/10 17:00
01/29/10 17:00
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
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Cowabanga  Offline
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take me down to the paradise c...
Originally Posted By: Hummel
hehe, ATI always sucks tongue
Fortunately, you're right! grin
BTW, the shader looks amazing laugh

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: Cowabanga] #307497
01/29/10 17:16
01/29/10 17:16
Joined: Sep 2002
Posts: 1,604
Deutschland
ChrisB Offline
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ChrisB  Offline
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Joined: Sep 2002
Posts: 1,604
Deutschland
The sunrays look really good. congrats. *thumbup*
After looking a the code i may found the reason why it doesnt work on amd cards.
You cant mix shadermodel 3.0 and 2. (or less) in the same pass, pixelshader 3.0 are only specified to be run with vertexshader 3.0. Nvidia drivers don't complain about this but amds does.

Last edited by ChrisB; 01/29/10 17:16.

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Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: ChrisB] #307505
01/29/10 18:01
01/29/10 18:01
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Posts: 2,252
ahhhh alright, didnt know that thx! laugh
@Schokokeks: just change this line in skycube_FX.fx: VertexShader = compile vs_2_0 VS(); to this: VertexShader = compile vs_3_0 VS();

Re: postprocessing sun-lightshafts [DOWNLOAD] [Re: Hummel] #307597
01/30/10 12:34
01/30/10 12:34
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
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SchokoKeks  Offline
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Joined: Nov 2002
Posts: 913
Berlin, Germany
Thank you hummel, changing that line worked indeed.
Great effect! can it also be used for larger/more detailed levels or will it get too slow?

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