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Re: HLSL Water Effect.... [Re: Steempipe] #34003
09/27/04 22:06
09/27/04 22:06
Joined: Nov 2002
Posts: 913
Berlin, Germany
S
SchokoKeks Offline
User
SchokoKeks  Offline
User
S

Joined: Nov 2002
Posts: 913
Berlin, Germany
My gosh!
A watershader that finally works on my Geforce 3 Ti 200. Well done Steempipe!

The waves I see are too abnormal and erratic. Make then a little slower and more regular. The shader seems to be best for small (mountain) lakes.

Keep on the good work
(And don't forget the conversion of the terrain multitexturing shader )
-SchokoKeks

Re: HLSL Water Effect.... [Re: SchokoKeks] #34004
09/27/04 22:18
09/27/04 22:18
Joined: Jan 2004
Posts: 620
Germany
TimeOut Offline
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TimeOut  Offline
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Joined: Jan 2004
Posts: 620
Germany
Looks very good.
Works good on my Radeon 9800Pro


Athlon 64 3700+ 2048 MB DDR PC400 Dual Corsair XFX Geforce 7800 GT A6 Commercial 6.4
Re: HLSL Water Effect.... [Re: SchokoKeks] #34005
09/28/04 00:39
09/28/04 00:39
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Quote:

My gosh!
A watershader that finally works on my Geforce 3 Ti 200. Well done Steempipe!

The waves I see are too abnormal and erratic. Make then a little slower and more regular. The shader seems to be best for small (mountain) lakes.

Keep on the good work
(And don't forget the conversion of the terrain multitexturing shader )
-SchokoKeks




Okay.. Looks much better with a new normalmap that ripples the water in a more fluid, wind-kissed way. Also, I got the code changed that will allow scaling of the textures, and to shift the textures while contolling the speed/direction.

The demo has a hack in there, based on time, to do some UV shifting.

And yes, for my project, this water I specifically am designing for a mountain type pond/lake. However, I do have a good start on a large body water effect, too.

Eric

Re: HLSL Water Effect.... [Re: Steempipe] #34006
09/28/04 00:47
09/28/04 00:47
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
cool! ...works on my gf4. is this per pixel cube mapping?

Re: HLSL Water Effect.... [Re: ventilator] #34007
09/28/04 01:10
09/28/04 01:10
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Correct, per pixel cube mapping with a nonconstant view position. Transparency is adjusted in the pixelshader. The cubemap is static.

Re: HLSL Water Effect.... [Re: Steempipe] #34008
09/28/04 01:15
09/28/04 01:15
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
... hey, it even works on my Radeon 9200

ripples and all... nice work Steem'

question, do you think that this effect can be applied to an 'ocean' matrix with undulating waves?

--Mike

Re: HLSL Water Effect.... [Re: Red Ocktober] #34009
09/28/04 01:29
09/28/04 01:29
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline OP
Serious User
Steempipe  Offline OP
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
It could be applied to an ocean with undulating waves. Thing is this; There are a number of items that need to be added to the vertexshader to really make it a great looking ocean shader. It would do well as-is, but it would be nice to alpha fade the edges near shore, and to lerp some colors for depth appearance.

My next plan is to get the stupid Fog working in my HLSL code. It eludes me right now.

Re: HLSL Water Effect.... [Re: Steempipe] #34010
09/28/04 01:33
09/28/04 01:33
Joined: May 2002
Posts: 7,441
ventilator Offline
Senior Expert
ventilator  Offline
Senior Expert

Joined: May 2002
Posts: 7,441
oFog = 1 - (distance(vertex_w, vecViewPos) - vecFog.x) * vecFog.z;

i use this for fog. vertex_w = vertex in world space.

Re: HLSL Water Effect.... [Re: ventilator] #34011
09/28/04 01:44
09/28/04 01:44
Joined: Oct 2002
Posts: 815
NY USA
R
Red Ocktober Offline
Developer
Red Ocktober  Offline
Developer
R

Joined: Oct 2002
Posts: 815
NY USA
thx Steem'... i understand that this is a work in progress... i'll be content to wait until you have it just the way you want...


and...


THANKS not only for sharing the code, but for taking us along for the ride during development...

--Mike

Re: HLSL Water Effect.... [Re: Red Ocktober] #34012
09/28/04 02:51
09/28/04 02:51
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
I notice the sky texture is distorted in the reflection, !
Is this the pro only view to Texture, or done in shader, using an assigned bmp?

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