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Re: [LightFrog] Lighting System - Demo [Re: Hummel] #389378
12/13/11 15:54
12/13/11 15:54
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
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PadMalcom  Offline
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Joined: Mar 2006
Posts: 1,993
Karlsruhe
Hey that's sad but your first reason is very very comprehensible!

Does the demo in Acknex Unlimited contain the last release? Then I'd take a look at these code files.

Re: [LightFrog] Lighting System - Demo [Re: PadMalcom] #389590
12/16/11 00:26
12/16/11 00:26
Joined: Jul 2005
Posts: 187
L
lostzac Offline
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lostzac  Offline
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Posts: 187
I just have a question, you made a hint in the manual that it could be possible for us to add our own materials to the system, I am trying to figure out how to do a glass texture, I have tried the _mtlC_Standard_t to try to get a semi transparent look to the glass, but to no effect...I was wondering if someone could point me the right direction to do this, either add my own glass shader to this or the way to work with it as is...


John C Leutz II

Re: [LightFrog] Lighting System - Demo [Re: lostzac] #389603
12/16/11 08:31
12/16/11 08:31
Joined: Mar 2006
Posts: 2,252
Hummel Offline OP
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Hummel  Offline OP
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Posts: 2,252
Expanding a deferred shading pipeline for alpha transparency support is a rather difficult task. You need good knowledge about the shading system and shaders in general.

Re: [LightFrog] Lighting System - Demo [Re: Hummel] #389612
12/16/11 10:27
12/16/11 10:27
Joined: Jul 2005
Posts: 187
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lostzac Offline
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lostzac  Offline
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Posts: 187
I have the basic understanding of how shaders work, and have been reading the system on the other hand...that's a different story. I have been reading through your code trying to get a handle on it....so far no luck.....(Right now I am wishing I was some what rich, or had something you wanted to make it worth your while to add a few choice materials to this lol)


John C Leutz II

Re: [LightFrog] Lighting System - Demo [Re: lostzac] #448653
02/14/15 20:04
02/14/15 20:04
Joined: Jan 2012
Posts: 14
1
1234David Offline
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1234David  Offline
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I know this thread is a little bit old, but is there already something new? laugh

Re: [LightFrog] Lighting System - Demo [Re: 1234David] #448654
02/14/15 22:18
02/14/15 22:18
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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Budapest
I think it was made for A7. you can check Shade-C Evo as a newer package for A8, you can find it on Github.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: [LightFrog] Lighting System - Demo [Re: sivan] #448659
02/15/15 12:34
02/15/15 12:34
Joined: Jan 2012
Posts: 14
1
1234David Offline
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1234David  Offline
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Posts: 14
Oh, thank you this helpful hint. xD
I will study it detailed. laugh

Re: [LightFrog] Lighting System - Demo [Re: 1234David] #448719
02/18/15 16:15
02/18/15 16:15
Joined: Jan 2012
Posts: 14
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1234David Offline
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1234David  Offline
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Joined: Jan 2012
Posts: 14
So, Shade-C is a nice Shader-Collection with SSAO, MLAA, ... .

But I've compared the shadows of both versions (LightFrog vs. Shade-C) and I saw the shadows of LF are more detailed than SC.
Shade-C has only a modified version of PSSM, where I can see the pixeled shadow-map if I move the camera. frown
-> By the way, some bugs where found.

And It's to complicated for me to combine them. So I think the better way is to wait, that the experts bring a better version of their shaders. smirk

Re: [LightFrog] Lighting System - Demo [Re: 1234David] #448731
02/19/15 03:56
02/19/15 03:56
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Germany, BW, Stuttgart
I think Hummel left Gamestudio development for about a year now? Afaik he does not use Gamestudio anymore and never really had plans for further developing LightFrog.
Also lightfrog is deadly imperformant as it uses simple shadow mapping with 6 views per shadow map (image your game takes about 6 times additional render time PER light)
Try to adapt Shade-C for your needs or just even try to understand shader programming. It isn't really hard, just the fine tuning is work.


Visit my site: www.masterq32.de
Re: [LightFrog] Lighting System - Demo [Re: MasterQ32] #448737
02/19/15 09:43
02/19/15 09:43
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
@you two^

"Also lightfrog is deadly imperformant as it uses simple shadow mapping with 6 views per shadow map (image your game takes about 6 times additional render time PER light)"

yes, yes and no.
It is slow and it does use 6 views for shadowmapped pointlights but even the newest engines use this approach because it's simple, fast (through clever culling and similar stuff), easy to blur, etc.

With an engine like acknex, however, performance is pretty bad due to the slow-as-fuck rendering and rather small freedom for optimizations.

If you think 6 views are too much you could use dual paraboloid shadow mapping (2 sm. views) but this results in badly distributed pixel density and higher performance cost because of culling reasons.


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