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Nexerade

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Posts posted by Nexerade

  1. but how am I gonna get length I need? If I want one two three four five that means I somehow have to switch color and DrawText second time, but how can I fit it exactly where it should be? What if my text is composed of multiple elements? like texta..textb..textc?

  2. how's leadwerks now with big maps?

    are there any optimizations for brushes that are far away from camera? Is there any examples of big maps made with brushes and not heightmap with models and LODs?

    What I mean is if I'm gonna use brushes to make a map, how big could it be, or something not really big, like counter strike size maps?? 

  3. Well, firstly I wanna learn to write shaders, cause I write mostly on C, and GLSL is very similar; secondly, when I change resolution up, my FPS drastically falls down. Here you can see FPS on the up-left corner, I have ~10 static light sources with "medium" distance, 1920x1080, all low settings exept for antialiasing which is 2x and texture quality, which is very high. 

     

    I've tried to remove all light sources and it doesn't really get FPS boost. So I think there is something with shaders, because in our engine with fixed pipeline (OpenGL 1.2) (I have no light sources or shadows), with same amount of polygons, FPS is much higher, even when using 8x multisampling 1920x1080. 

     

    Here is our engine for FPS comprasion. In my map in leadwerks I have ~110k polygons, in our game ~85-105k polygons around the player, but there is a very huge difference in FPS even when leadwerks has no lights, 1920x1080 without any antialiasing. 

     

    • Sad 1
  4. I have 3 static point lights in scene each ~11 something range. 

    image.thumb.png.da6e50451471ee9217850c27b823d52f.pngAs you can see above,  FPS is okay. 

    image.thumb.png.80932cb0d129a041b7680270180c1c6c.png

    Above with High lighting setting.

    image.thumb.png.1fb9e1b3fb7534953692e92f17dcd1dd.png

    And now above LOW settings AFTER restarting game that had HIGH previous time.

    As you can see, shadows are much cooler while FPS is same as first screenshot.

    Is there a way to create shadow map before launching game like it does after restarting with HIGH light settings?

    ------------------------ UPD

    And can I somehow completely remove real time lightning calculations? I have 0 dynamic lights, but FPS still very low cause of lights. Without lights I have 100 FPS, with 8 static lights 50 FPS.

  5. 16 minutes ago, macklebee said:

    Open up the material in the Material Editor and change the diffuse color. Save and exit.  Sorry I see you said flat diffuse. Thats what that shader does. It sets the diffuse color to (0.5,0.5,1.0) and the normal to 0. Maybe picking the regular diffuse shader with no normals will give you what you are looking for.

    Nope. What I need is material unaffected by light and shadows. So like if it's 1.0,0.0,0.0 I want that material be 1.0,0.0,0.0 everywhere, not 0.5,0.0,0.0 if it's not lighted by light or because some shadow lying on it. 

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