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Icare

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Posts posted by Icare

  1. It's working now, we must generated the mipmap. But if someone have something more quickly to do this with out pass by a pixmap.

     

    With this we can see in real time the result on the object

     

    Local sphere:TMesh = CreateSphere() 
    PositionEntity sphere, [0.0, 0.0, 5.0] 
    
    Local mat:TMaterial = LoadMaterial("abstract::plastic_green.mat") 
    PaintEntity sphere, mat 
    
    
    Local texture:TTexture = mat.GetTexture(0) 
    Local pix:TPixmap = texture.GetPixels(0, 0) 
    
    For Local I:Int = 0 To pix.Width - 1 
           For Local Ii:Int = 0 To pix.Height - 1 
                   pix.WritePixel(I, Ii, RGBA(0, 0, 255, 1)) 
           Next 
    Next 
    texture.SetPixels(pix)
    texture.GenMipMaps()
    

  2. I transcribe the exemple into blitzmax code, it doesn't show how to write in a texture that is Currently applied to an object, but how to use lw texture and manipulate it with opengl.

     

    I would simply put some white dots in a texture that is used on an object.

     

    I do not understand what is so complicated to need back through the opengl ...

  3. I found another way to do this, but there is something that I don't understand.

    I must save my new texture to see it.

     

     

    Look at my code

     

    Local sphere:TMesh = CreateSphere()
    PositionEntity sphere, [0.0, 0.0, 5.0]
    
    Local mat:TMaterial = LoadMaterial("abstract::plastic_green.mat")
    PaintEntity sphere, mat
    
    
    Local texture:TTexture = mat.GetTexture(0)
    Local pix:TPixmap = texture.GetPixels(0, 0)
    
    For Local I:Int = 0 To pix.Width - 1
    For Local Ii:Int = 0 To pix.Height - 1
    	pix.WritePixel(I, Ii, RGBA(0, 0, 255, 1))
    Next
    Next
    
    texture.SetPixels(pix)
    texture.save("c:\nicolasdds.dds")
    

  4. Hi,

     

    I tear my hair with the management of alpha on leadwerks and his world of transparency ... I hope that in 3.0 we will return to some more traditional, because it is really crippling the user of this engine.

     

    Below is an effect of one of our project with Filax that has been done in blitzbasic ...It's a simple alpha texture + color texture with blend and we translate the color texture to have reactor effect ...

     

    How I can do this with leadwerks ?

     

    Beam_Alpha_01.png

     

    +

     

    Beam_Color_01.png

     

    =

     

    trail.jpg

     

     

    Thank

     

    Nicolas

  5. Hi,

     

    ADN Material editor 1.1 R3 is out !

     

    Bug Fixe:

    ==========

    * The extrat parameters were not generated for the parallax shader

    * The textures were erased when the save destination directory was the same as loading for a material

     

    supported shader :

    * Diffuse

    * Normal map

    * Transparency

    * Alpha test

    * Refraction

    * FallOff

    * Parallax

     

    => Real time control of all parameters

    => Auto DDS conversion in DTX5 Directly load your texture in JPG/ TGA/BMP or DDS

     

    News features :

    * New mouse and keyboard control (zoom and translate whith mouse wheel)

    * Free camera

    * Load your own model (multi surface and multi chid supported)

    * Load material from mesh hierachi

    * Select surface with right click ( right click to pass in select mode and left click to select the surface, Sometime it doesn't work, I don't why Raycast doesn't return the surface at each time)

    * Uniform parameters write in the header of material

     

     

    You can download the 1.1 version here

    ADN Materials editor

     

     

    Enjoy it ...

     

     

    ADN113.JPG

     

    adn01.JPG

     

    adn02.JPG

    • Upvote 2
  6. I found my happiness ...

     

    There is reference member in blitzmax object that gives access to everything...

     

    global material=creatematerial()
    WriteLine file, "color=" + 1.0 / 255.0 * r + "," + 1.0 / 255.0 * g + "," + 1.0 / 255.0 * b + "," + a
    WriteLine File, "blend=" + material.reference.blendmode
    WriteLine file, "depthmask=" + material.reference.depthmask
    WriteLine File, "depthtest=" + material.reference.depthtest
    WriteLine File, "alphatest=" + material.reference.alphatest
    WriteLine File, "overlay=" + material.reference.overlay
    WriteLine file, "zsort=" + material.reference.zsort
    WriteLine file, "cullface=" + material.reference.cullface
    WriteLine file, "castshadows=" + material.reference.castshadows
    WriteLine file, "specular=" + material.reference.specular
    WriteLine file, "bumpscale=" + material.reference.bumpscale
    

  7. It's not just LW that Filax has stressed, it stressed me too for that demo ....

     

    I made some very simple changes into the file "mesh.frag" to obtain a brighter specular. This shot gives another dimension to all objects with specular. And what strengthens the HDR effect on chrome :rolleyes:

     

    As we have totally different configs him in NVIDIA and ATI for me, we see that shader compiler of ATI is much more strict and this whi it's run good :lol:

     

     

    Please Josh, two little things, can you found a way to obtain the specular on transparency and refraction objects, and how can we further strengthen the effect of antialiasing

     

     

    Nicolas

  8. I'm disappointed, because in view of the announcement, it was legitimate to believe that was in LW

     

    what is the discount price for PureLight, because 500$ to do dynamic radiosity lightmap is too expensive for me...

  9. It is a bit limited, the announcement on the blog may suggest that embedded in 2.4. It is mentioned nowhere that you must acquire PureLight ...

     

    The announcement made earlier:

    Leadwerks 2.4 Engine Will Be out soon, and Will include a brand new feature lighting That Has Never Been Done Before, by any engine "

    It isn't really true .... Leadwerks will include a pipline to PureLight

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