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Icare

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Everything posted by Icare

  1. thank, I'll try it tonight. If I use the framework I must do : Global fw:TFramework = TFramework.Create() SetWorld( fw.background.world) ' 'here my code for light in foreground world ' SetWorld( fw.main.world) Nicolas
  2. Hi, I prefer to open another post rather than using that of another guy. I was just looking to do a simple transparency effect with the specular. I tried all shaders none can do it, a little help please. Nicolas
  3. Yes, I know that's what I do. I already doing this, the problem is that with the framework, I can't operate properly. I'll try to post tonight from home. Nicolas
  4. I also have the same problem, I can not get transparency with specular. Also how to run the refraction shader with the framework ? And again, why there is a *0.5 in the shininess mesh.frag reducing by half the intensity of the specular shininess=clamp(shininess,0,1)*0.5; Let us choose the intensity of specular through a variable Nicolas
  5. Hi, Is it possible to retreive or set the properties of an material on runtime without read or write on the .mat file ? I would like to retreive or set : * Depthmask * colormask * alphatest * etc ... Similarly we can load or create a material, but if we want to save it we must write The function to do it? thank Nicolaas
  6. Thank a lot macklebee, every thing is working now ! I can explain why I have some bug in my test, I set a setting like this SetFarDOFRange(200,500) (too large to be seen with my scene), I created a new camera and I saw my DOF. Necessarily when I have my skybox, I used the camera of the framework (which is normal), but the range of DOF was too large to be seen. Now we know that with a camera set up in parallel to those of the framework we see the DOF even if it is out of range. Nicolas
  7. I don't say it doesn't work, I say I can't make a skybox and DOF work with the Framework. It's either one or the other, look at my screen capture. Ditto for the HDR, if there is a skybox that doesn't work anymore, if I remove the skybox there is a visible difference between HDR and not HDR ... look at my screen capture May be, there is a little bug with the framework, or can you post a complete exemple of DOF + SKYBOX in blitzmax made with the framework Nicolas
  8. Thank but The textures aren'tmine, but come from Filax of Blitz3Dfr I am testing in the editor, and it's even more strange, I have the DOF and the skybox, but no HDR ... .... Nicolas
  9. Hi, Yes, me again , I'm looking at every feature of my new 3D engine But Like my other post, may be a bug or not : HDR => OK DOF => OK Only if I create a new camera, I don't use the camera who come from the framework HDR + DOF => OK Only if I create a new camera, I don't use the camera who come from the framework skybox only => OK Only if I use the camera who come from FrameWork HDR + skybox => not ok, I don't see the HDR HDR + DOF + skybox => not ok, because I must use a new camera to see the DOF and with a new camera I don't see the skybox If someone have a complete exemple it will be good My scene with out HDR HDR set to TRUE HDR set to TRUE + Skybox => :-( non HDR DOF set to TRUE + Skybox with a new camera => I dont't see my sky DOF set to TRUE + Skybox with framework camera=> I dont't the DOF
  10. Icare

    Skybox

    Thank a lot, it's working fine now Nicolas
  11. Icare

    Skybox

    Hi I can't seem to render the sky with the framework, I do not know what I wrong. After I tried to do it with the editor, and when I load my scene, the sky does not appear either but I see it on the editor My code source : SuperStrict Framework leadwerks.engine Import "Framework\framework.bmx" AppTitle:String = "skybox" RegisterAbstractPath(CurrentDir()) 'Create a Graphics window Graphics(1024, 768) RegisterAbstractPath(CurrentDir()) 'Create a new Framework object. Global fw:TFramework = TFramework.Create() If Not fw RuntimeError "Failed to initialize engine." Global Camera:TCamera = fw.main.camera SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat")) Global Light:tLight=CreateDirectionalLight() Local camrotation:TVec3 = Vec3(0) Local mx:Float Local my:Float Local move:Float Local strafe:Float Repeat mx=Curve(MouseX()-GraphicsWidth()/2,mx,6) my=Curve(MouseY()-GraphicsHeight()/2,my,6) MoveMouse GraphicsWidth() / 2, GraphicsHeight() / 2 'Add the mouse movement to the camera rotation camrotation.x=camrotation.x+my/10 camrotation.y=camrotation.y-mx/10 move=Curve((KeyDown(KEY_Z) Or KeyDown(KEY_UP)) - (KeyDown(KEY_S) Or KeyDown(KEY_DOWN)),move,20) strafe=Curve((KeyDown(KEY_D) Or KeyDown(KEY_RIGHT)) - (KeyDown(KEY_Q) Or KeyDown(KEY_LEFT)),strafe,20) MoveEntity Camera,Vec3(strafe/5,0,move/5) RotateEntity Camera,camrotation If KeyHit(KEY_ESCAPE) Exit If AppTerminate() Exit UpdateAppTime() UpdateWorld(AppSpeed()) fw.Update() fw.Render() Flip(0) Forever fw.renderer.gbuffer = Null End
  12. I just try the raod.mat, but if I add mesh_shadow.vert on Shadow Vertex it's Ok, may be it's the map ...
  13. Me again :-( I have an Acces Violation with the new Material Editor when I click on Compile ... Nicolas
  14. ok thank, I will put the clamp. It seems that there is more subtlety of this type, are there documents on aspet rendering of engine ? Nicolas
  15. After the update, I still don't understand why there's a clamp on: shininess = clamp (shininess, 0.1) * 0.5; It reduces the effect of brightness that doesn't make very good glossy effect. A screenshot with the original mesh.frag I removed the clamp How can I do to accentuate the glossy effect ?
  16. I going to tried it tonight, thank you I had an idea to use flat normal map to a plastic effect (with specular), but I thought it was binding, and especially the shader Mesh_diffuse_specular exit in all shader.pak . Maybe he should do the housework in sharder.pak. I suspected that this was not normal that I should edit this file, but neither the effect of parallax, the specular or bumpmap not working before my change thank you for the reactivated
  17. Hi, I am very angry, I just made the acquisition of leadwerk and for now I spend my time to debug mesh.frag file. LW based on shaders, but the basic shaders are not operational see missing. Before I negotiated resolution to look at the mesh.frag file I tried with another machine doesn't have a graphics card of the same constructor.I 'm not a pro-shader programmer, it's hard to understand and I don't think my changes is the best My modifications : * Change the parameters to operate the parallax (Les valeurs de constante étaient trop petites) * Removed a clamp to have a specular with bumpmap ( * Write the total management of specular without bumpmap (LW_SPECUALR never dealt with outside of the tag LW_BUMPMAP) * What else ? It is not possible ! in the 2.32 package isn't the final sharder.PAK? . I believed in what he described on the cover page: hum hum.... Hoping sincerely that it is an error during the release of package 2.3 / 2.31 and 2.32. And a version of mesh.frag managing all the fabulous and the basic shader will soon be available. Maybe that olders users have kept a correct version of shader.pak, but for the new entrant is rather discouraging Nicolas
  18. It's working fine, but as for the parallax effect I modified the file mesh.frag and put in comment the line who clamp the shininess effect shininess=clamp(shininess,0,1)*0.5; Since everything is working properly, and the parameters of specular reflection and gloss I tried on two different PC with one ATI and NVIDIA before to decide to do changes. Is it normal that I have changed the file mesh.frag on two occasions to have a normal behavior? I have only version 2.32 Nicolas
  19. Hi, After parallax & normal mapping, I'm trying to get an glossy effect as plastic. What is the shader I must use ? thank Nicolas
  20. It's working find now, I changed the default values LW_POMMAP. I better understand the general functioning of the management of shaders in LW, There isn't one effect but several normal map effect, after it depends if I want the default specular or via specular texture ... thank Nicolas
  21. If I understood everything, the parallax effect uses the alpha channel of the diffuse image to cause deep. And you changed the shader core for use in a 3rd replacement textures alpha channel In a same thing, the normalmapping doesn't work to, I tried some object in the editor like tree, road ... I haven't any normalmapping effect. If I use the tree texture or road texture with Unity or TV3D I have a godd normal mapping effect ! Help, everything works fine with the 2.3 except the effects of bump, normal and parallax
  22. Hi, I'm new with leadwerk, I come from the Blitz3D & Truevision3D. I have a little problem, I can not get a correct normal mapping or parallax effect .. also with the materialseditor or edidtor or by programming. My video card drivers are up to date ... Unable to reproduce the parallax effect that can be seen on http://www.leadwerks.com/files/Tutorials/CPP/Materials_And_Shaders.pdf, or the results I had with other texture in TV3D. Specular refection and gloss parameters have no effect on any texture ... Screenshot from pdf My result My computer AMD 6400 + ATI 4850 4 GO RAM Window SEVEN thank a lot Nicolas
  23. Hi ! I watch the evolution of leadwerk engine from the first version, and I wonder if the version 2.3 documentation is up to the performance characteristics? Because looking at the wiki, I can not find the new features related to the 2.3 Sorry for my english Nicolas
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