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Re: [LightFrog] Lighting System - BETA [Re: Hummel] #334810
07/25/10 11:43
07/25/10 11:43
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
Works well using A7 laugh
But doesn´t with A8, without any error message btw...

Re: [LightFrog] Lighting System - BETA [Re: Slin] #334837
07/25/10 15:30
07/25/10 15:30
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Year in A8 everything is screewed up^^(skybox is splitup and no visible models, but maybe its cause A8 is at its early stage)..
About the instruction bug:
I had no internet during the last past days and couldnt correct myself.
Accidently used A7.82, with A7.86 everything compiles and runs fine.

But just in case:
-Pointlight lightrange changing not showing
-spotlight angle attentuation changing not showing

BUt keep in mind: with the current version of A7, everything works fine(strange^^)

Greets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: [LightFrog] Lighting System - BETA [Re: Rackscha] #334880
07/25/10 18:55
07/25/10 18:55
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
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Damocles_  Offline
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Joined: Feb 2009
Posts: 2,154
Ok, I've updated to the newest A7 Version, and the
effect crash during initialization disappeared.


when changing resolution (F5) I get:
Crash in PP_Remove_all: Sys

Re: [LightFrog] Lighting System - BETA [Re: Damocles_] #334890
07/25/10 19:35
07/25/10 19:35
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
To prevent the PP_Remove_all crash try to add a wait(3); before initializing the glow on line 158 in main.c,
I´ll take a closer look in this later.

Re: [LightFrog] Lighting System - BETA [Re: Hummel] #335570
07/29/10 12:53
07/29/10 12:53
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
@Rackscha or anyone: could you please try whether FX_LightPass_SL_VSM_C.fx and FX_LightPass_PL_VSM_C.fx compile with:
VertexShader = compile vs_2_0 VS();
PixelShader = compile ps_2_a PS();
too?
And whether there is a performance difference?
Would be great, besides the Cascaded SM will be finalized today wink

Re: [LightFrog] Lighting System - BETA [Re: Hummel] #335572
07/29/10 13:00
07/29/10 13:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Okay, i'll give it a try

OH and which effect are these file spart of? or are they included in every lighteffect?

Last edited by Rackscha; 07/29/10 13:01.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: [LightFrog] Lighting System - BETA [Re: Rackscha] #335573
07/29/10 13:10
07/29/10 13:10
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Wont compile

_mtlLightpass_SL_VSM_C

used const register 32
allowed const register 31

Lightpas PS VLM C
seems to work fine.NO visual problems and no errors.

I'll give feedback about performance later(havent watched the FPS..sry^^)

But usual 3.0 is running faster than 2.0/2.a. so as long as the card supports it, it should be available(maybe some flags to set in lightfrog. AT the beginning checking for available shaderversion and setting flags for different behaviour)

GReets
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: [LightFrog] Lighting System - BETA [Re: Rackscha] #335575
07/29/10 13:30
07/29/10 13:30
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Joined: Mar 2006
Posts: 2,252
compiling the shaders with the highest possible version would be a good engine feature laugh

thx so far

Re: [LightFrog] Lighting System - Demo [Re: Quad] #335935
07/31/10 19:35
07/31/10 19:35
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
I get 65+ max: 75 FPS min: 65 FPS


My specs:
Prozessor: Intel Core i7 920 2,67 GHZ
RAM: 6GB DDR3
Graphiccard: ATI HD 5770
Desktop: 1920x1080p

Last edited by TheShooter; 07/31/10 19:37.

Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
Re: [LightFrog] Lighting System - Demo [Re: TheShooter] #335938
07/31/10 19:48
07/31/10 19:48
Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
TheShooter Offline
User
TheShooter  Offline
User

Joined: Jul 2010
Posts: 974
United Arab Emirates, Dubai
And, nice effects, but when you add this to a game it will lag. The most people haven't a fast Gamer-PC so you must optimize this here a link grin http://unlimiteddetailtechnology.com/
That aren't Polygons, that are Atome (Points)
And sorry for my English grin


Staub ist das neue Prime!!

Programming is like sex:
One mistake and you have to support it for the rest of your life.

Aktuelles Projekt: http://thisiswargame.bplaced.net/index.html

A8 Commercial *freu*
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