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Re: Shade-C v0.91 BETA S1 RELEASED [Re: alibaba] #421321
04/15/13 13:59
04/15/13 13:59
Joined: Jun 2009
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Bavaria, Germany
Kartoffel Offline
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I think some shade-c values are affected by the clip-values and they probably don't update automatically if you change clip_far manually.


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: Kartoffel] #421329
04/15/13 16:45
04/15/13 16:45
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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alibaba@ try to update the shadec by calling sc_setup


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #421369
04/16/13 09:43
04/16/13 09:43
Joined: Mar 2011
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Budapest
sivan Offline
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a quick question: are the shade-c 0.91 shadows faster than the default pssm shadows of 3dgs (what I modified to be faster, but still not enough), in case of a lot of objects? if I read well it uses deferred shading.


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #421370
04/16/13 09:49
04/16/13 09:49
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Caucasus
3run Offline
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sivan@ it was very fast for me, when I got it to work with A8 (long time ago, but I've lost the demo), but the problem was that it weren't supporting alpha textures (f.e. trees etc).


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #421372
04/16/13 09:53
04/16/13 09:53
Joined: Mar 2006
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Karlsruhe
PadMalcom Offline
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Neither does the standard PSSM shader smirk

Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #421374
04/16/13 09:56
04/16/13 09:56
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Budapest
sivan Offline
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thanks, I will check what it knows. trees can be excluded and have a static lightmap until I keep them in non-destructible category.
I'm sure finally I will need a deferred renderer to handle my targets: 1000 moving units, 1000 trees and 100 building entities, far camera views. curretnly I can produce acceptable results only with stencil shadows for units and buildings, and lightmap or decal shadows for others...

the standard pssm do not support only self shadows on alpha textures, but creates alpha supoorted shadows on other objects. is it the situation with shade-c 0.91 too?

Last edited by sivan; 04/16/13 09:58.

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Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #421375
04/16/13 10:15
04/16/13 10:15
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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Originally Posted By: sivan
the standard pssm do not support only self shadows on alpha textures, but creates alpha supoorted shadows on other objects. is it the situation with shade-c 0.91 too?
I far as I remember (it was a long time ago as I've said), it wasn't supporting alpha channel in anyways.


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #421376
04/16/13 10:40
04/16/13 10:40
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Budapest
sivan Offline
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thanks. frown I will add it grin


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Re: Shade-C v0.91 BETA S1 RELEASED [Re: sivan] #421377
04/16/13 10:52
04/16/13 10:52
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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it's strange.. but I guess I got alpha channel to work as well (they were working from the beginning I guess) grin
Quote:
One:
Two:

Damn.. shade-c rocks so much! BoH_Havoc you are the MAN! You know, we all love you! laugh

Edit: as you can see, self shadow supports alpha channel as well! laugh

Last edited by 3run; 04/16/13 10:57. Reason: !!!

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Re: Shade-C v0.91 BETA S1 RELEASED [Re: 3run] #421390
04/16/13 13:03
04/16/13 13:03
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
wow. what version is it, 0.91 or evo?


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