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Re: Shader Whining...
[Re: Orange Brat]
#39786
01/20/05 02:32
01/20/05 02:32
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
@Red: If you want to see how badly full blown shaders can crawl a system then check out the newest Thief game. Of course, there's always Doom 3 but Thief 3 has shaders everywhere, too and it's plain ridiculous at times.
What are you talking about here.. most games now have "shaders everywhere". If you dont have a good card then don't buy these games. I dont think games fail because they are forward looking and embrace new technologies. Thief 3 runs perfect for me and my computer is like 2 years old, except for my video card. Doom 3 runs great as well. So does far cry. Strangely halflife2 doesn't run any better and it has mostly cheap shaders that dont do what those other games do. If you want point-and-click games use *Jamagic*.
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Re: Shader Whining...
[Re: Red Ocktober]
#39787
01/20/05 02:40
01/20/05 02:40
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Joined: Oct 2003
Posts: 4,131
Matt_Aufderheide
Expert
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Expert
Joined: Oct 2003
Posts: 4,131
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Quote:
... i'm using a matrix based water entity that is running lil sinusoidal loop code to undulate the water surface... do you think that another approach might be faster... better... overall when used with the water shader? also... how are you dealing with shadows?
I dont know for sure what are doing, but i am using a modified version of steempipe's water shader, which is quite simple : float cos_x=(cos(vecSkill41)*0.1); float sin_y = (sin(vecSkill41)*0.1); Out.Bump.xy = ((float2(IN.Bump.x+cos_x, IN.Bump.y+sin_y)* RippleScale)*0.2);
and vecskill 41 is incremenrted in the script like so: Code:
while(1) { my.skill41=float(ShaderCount); my.skill42=float(0); my.skill43=float(0); my.skill44=float(0);
ShaderCount += 0.001; wait(1); }
Then all you need to do is adjust your scaling based on how big your water plane entity is.
As far as shadows go.. I dont have any shadows right now. I plan on eventually trying to implement some kind of Projective shadowing using the Zeraphine Dll if it ever comes out. I would like to see this technique built into the engine though. Or i could also use stencil shadows but they are a pain.
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Re: Shader Whining...
[Re: Matt_Aufderheide]
#39788
01/20/05 07:55
01/20/05 07:55
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Joined: Oct 2002
Posts: 815 NY USA
Red Ocktober
OP
Developer
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OP
Developer
Joined: Oct 2002
Posts: 815
NY USA
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ok... i got the fog in place and working in the shader code. your info and code block gave me the insight to make the proper changes... this is better... BIG TIME THANK YOU for taking the time to explain this... as for the water... i looked at the shader code... what i am doing is actually modifying the position of the vertices with some code i pilfered from an old AUM issue in addition to the shader effects... this way i get an uneven surface of water against a hull of a ship ... see code on page 2 of this thread and i think a short video there too --> moving water and shader still got a lot more to look at... but things look a lil more manageable... see... sometimes whining is a good thing --Mike
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Re: Shader Whining...
[Re: Matt_Aufderheide]
#39794
01/22/05 17:20
01/22/05 17:20
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Joined: Aug 2003
Posts: 575 Venezuela
Firestorm
Developer
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Developer
Joined: Aug 2003
Posts: 575
Venezuela
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Quote:
If you want point-and-click games use *Jamagic*.
Are you playing dumb or are you really this obtuse?
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