-
Posts
421 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by wh1sp3r
-
-
I want to match terrain with my model, but It's impossible with so big polygons.
It could be nice to move with vertives on X and Z axes and it can be still heightmap Perhaps, you can make another file called Terrain_Name_Offsets, where offset of all vertives are saved .. it will be really helpful.
-
ok, i converted RGB to HSL, and where L is bigger then something .. there is a place for this effect.
i will use a gaussian blur I am curious, how will it look like
-
i have Vignetting shader done, it's really easy
but i have problem with Bookeh effect, because i don't know, how to detect hightlights
when skybox is on scene it has usually same colour as hightlights of other objects in scene but there are no bookeh effect on the sky so .. my question is simple, how to detect right hightlights ?
-
perhaps, you need to pass a framework variable to lua somehow ? i think, it's in wiki somewhere
-
you have to code it
-
Michael: yes sir going to continue
-
yes it's using a gradient map in pixel shader.
-
I have two ways
for free or nothing, hehehehe
- 1
-
when you have a scene with lots of objects with lots of textures .. i think It's better to make one big texture, which contain 4 textures, becuase Binding texture is not so fast and it can make a big difference in large scene.
-
everything solved, so, no problem here
-
yes, exactly Masterxilo
-
It will be good to load model from array. I can use C function to load file into array and call command LoadObjectFromArray( char* array, int parameters) ... etc
why is it good ? because we can have own loading mechanism, multithreaded loading from memory is fast enough in realtime (i think)
- 1
-
Another example:
i designed a negative effect in Photoshop .. and ?? effect is in LE too !!
So, this is image from Photoshop, i designed a negative colours and i exported gradient map into engine.
and this is result:
Now, blending is working too so coloring can change dynamicly, when you enter into different location in a game, or into building, or if weather is changing, whatever
-
so, i attached two images, first is without filter, second is with filter.
It's from engine
good thing is, you can use all layer settings to set scene as you need like highlights shadow, color balance, hue, saturation, brightness, whatever you need, you only export a gradient map for shader, that's all. You can replace all colours, if you want, lol.
-
now, working on gradient maps blending so, you can change gradient realtime
for example .. night, if you enter into building etc ...
-
ok . i have my post-shader done
i will send it there, you can make screenshot of your game, load in into photoshop, edit colours as you wish, save gradient map of colours .. whoalaa ;-) Your scene is realisticaly coloured ! and It's fast.
There is no need for contract/saturate/light shader .. because this can do everything You can tune everything with photoshop colour curves.
preparing demo....
-
Change BindTexture( palette , 1 ); to BindTexture( palette , 0 );
i tried it, but i see only white screen, by the way, why ?
texture0 is for screenimage and my texture1 is for palette.
-
Hi Andy .. i renamed it .. but same result .. i will send it a link to you hehe
-
Hi, i'd like to ask, how to pass a texture to the shader ?
C++ code:
world = CreateWorld() ; gbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TBuffer postbuffer=CreateBuffer(GraphicsWidth(),GraphicsHeight(),BUFFER_COLOR); camera=CreateCamera();PositionEntity(camera,Vec3(0,0,-2)); material=LoadMaterial("abstract::cobblestones.mat"); mesh=CreateCube(); PaintEntity(mesh,material); light=CreateDirectionalLight(); RotateEntity(light,Vec3(45,45,45)); TShader postfilter; postfilter=LoadShader("abstract::postfilter.vert","abstract::palette.frag"); TTexture palette = LoadTexture("abstract::palette.dds"); while( !KeyHit() && !AppTerminate() ) { TurnEntity( mesh, Vec3( 0.5f*AppSpeed() ) ) ; UpdateAppTime(); UpdateWorld(AppSpeed()) ; SetBuffer(gbuffer); RenderWorld(); SetBuffer(postbuffer); RenderLights(gbuffer); SetBuffer(BackBuffer()); BindTexture( palette , 1 ); SetShader(postfilter); DrawImage(GetColorBuffer(postbuffer),0,0,GraphicsWidth(),GraphicsHeight()); SetShader(0); DrawText(0,0, "%f", FPS()); Flip(0) ; } return Terminate() ; }
Shader code:
uniform sampler2D Texture0; uniform sampler2D Texture1; void main() { vec4 ncolor = vec4(1,0,0,1); float colour_distance_nearest = 200000.0; float pixelx = 1.0 / 32.0; float pixely = 1.0 / 32.0; vec4 color = texture2D( Texture0, gl_FragCoord.xy); ... my super top secret code ... gl_FragColor = ncolor; }
i tested shader in rendermonkey and It's working fine
i just want to know, how to pass a second texture, this shows me a black screen
thank you
-
i remember .. i had strange problems too with character long ago .. collision was ... strange, slow .. hard to explain, i rewrote my demo application .. and since this, i have not experienced any similar problem anymore, so, It's strange B)
-
going to test it, have a free time B) hehe
edit: I can't reproduce your problem.
-
this feature is a must .. It's really ** turning editor off an on, if i add new things..
-
hm 401 Unauthorized is pretty clean error, lol, I am sorry about unhandled crash .. but looks like your key is just invalid or something.
-
hehe, thank you
I will add a material selection now and a grid for better orientation in world, then i will make a introducing video about it.
Vislibility tool - one polygon
in Suggestion Box
Posted
ftp://78.102.70.147/Request/request2.jpg
When i set SIZE 1, i would like to be able hide only ONE polygon, not 3x3 or 4x4 or how its size