Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (Edgar_Herrera, VoroneTZ, Akow), 973 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 5
Page 300 of 554 1 2 298 299 300 301 302 553 554
Re: What are you working on? [Re: Hummel] #422233
05/06/13 04:26
05/06/13 04:26
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
@Hummel: I noticed that too, I just rendered again for the depthmap and against my expectations I gained no performance.

Re: What are you working on? [Re: HeelX] #422240
05/06/13 09:05
05/06/13 09:05
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
HeelX, what are you trying to do there with the depth?
There has to be some way (maybe vendor specific?) to render the depth into a special depth texture and use it in a shader, as that is what everyone uses for shadow mapping. In newer graphics APIs you can even use such a depth texture as a depth buffer in another rendering pass.
Also, at least somewhen in the past, gamestudio sorted its objects from front to back, to reduce overdraw to a minimum, so even in a worst case scenario, a z prepass might not be as effective as one would expect.
The easiest way for a depth prepass would be, to write a shader just transforming the vertices and the fragment shader setting a single color (with clip or alphatesting, for alphatested textures), the render stage would be set in a way that no color are writte, for example in your shaders technique definition, you could set some flags. And then before rendering again, you just don´t clear the depth buffer.

Re: What are you working on? [Re: Slin] #422267
05/06/13 15:35
05/06/13 15:35
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
I've added a menu of environment setting to my level editor. You can even add music files to play them in the final level without any line of script (it's all done by the icx3 script framework).


Re: What are you working on? [Re: oliver2s] #422268
05/06/13 15:55
05/06/13 15:55
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
oliver2s@ holly Molly, man your editor is going to be better than pseudo new WED I guess grin Please, keep it up! And thank you for it.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: What are you working on? [Re: 3run] #422269
05/06/13 16:53
05/06/13 16:53
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Hope I can release it soon. I just waiting for the next engine update and hoping that one bug (PSSM in combination with shaders causes render errors) will be fixed then.

Re: What are you working on? [Re: oliver2s] #422270
05/06/13 17:06
05/06/13 17:06
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
in theory jcl found that bug, I reported that earlier too (blackened or flickering shadows, or engine crash)


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #422271
05/06/13 18:04
05/06/13 18:04
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
Expert
oliver2s  Offline
Expert

Joined: Aug 2002
Posts: 3,258
Mainz
Yes, I hope it will be fixed with upcoming update.

Re: What are you working on? [Re: Slin] #422274
05/06/13 19:40
05/06/13 19:40
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Originally Posted By: Slin
what are you trying to do there with the depth?
I wanted to clip pixels for which the depth is below the previously sampled depth to avoid complex light calculations. But I wasn't able to measure a significant performance boost. I guess this is due to the fact that I sort most of my geometry into the solid pass already, I guess.

Re: What are you working on? [Re: HeelX] #422332
05/07/13 16:14
05/07/13 16:14
Joined: Feb 2012
Posts: 371
Dico Offline
Senior Member
Dico  Offline
Senior Member

Joined: Feb 2012
Posts: 371

Last edited by Dico; 05/08/13 23:26.
Re: What are you working on? [Re: Dico] #422336
05/07/13 16:30
05/07/13 16:30
Joined: Feb 2012
Posts: 371
Dico Offline
Senior Member
Dico  Offline
Senior Member

Joined: Feb 2012
Posts: 371
cartoon style laugh




Page 300 of 554 1 2 298 299 300 301 302 553 554

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1