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Posts posted by SpiderPig
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While putting together an example I have found something;
When the trees trunks are white, the FPS is stable. When they are black, the FPS is a sine wave going from 90FPS to 280FPS and back and forth.
It's hit and miss which one I get, obviously there are missing shaders and I think something it's not being set correctly by default upon engine load. It's interesting how the terrain is black also, I have not assigned any material to this terrain.
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I don't think this is the same issue as I've already posted about. In this video the shadows seem to pop in sometimes as well as having sharp transition depending on what angle the camera approaches / backs away from the model. In this project I've only copied the entire "Shaders" folder from the latest update.
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My pine tree can be selected in the editor now.
I was wondering though, I can only select the model if pickmode is true in the material settings. Is it possible to ignore this setting within the editor? I mean, some models I don't want as pickable within my game but within the editor I'd expect everything to be selectable regardless of that setting. I understand if it can't, just thought I'd ask.
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I'll test this with the latest update as what I'm seeing / describing might be related to the other shadow bug.
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What about models with two meshes. Do they both need shadows enabled or just one?
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The first image in this thread shows LOD3 with no shadows on the right because I disabled them for that model.
What I'm trying to say is, should the shadow option in the material properties be removed if its a "per model feature" and not a "per material feature"?
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That's what I thought, but the shadow casting is a material property isn't it? Shouldn't shadows be per mesh then? 🤔
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I'm slowly narrowing this down. I have conducted tests with the individual models and I am seeing 2x the performance I was in 0.9.4. Maybe 0.9.5 is showing up a bug in my code that wasn't noticeable before.
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3 hours ago, Josh said:
Can't profile a video!
I'm working on an example for you.
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Hmm, I made sure the "position" button is selected and it doesn't work still.
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In this video the shadows show the wrong LOD's. You can see at the start of the video that the shadow belongs to a higher LOD of the model then it pops to the billboard shadow.
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Oh okay. Yeah, I get the exact same problem. No errors or anything it's just ignored.
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I was going to see if this happens for me too but I tried your map file and it didn't load for me. I mean it didn't do anything, it's like the editor ignores it. Is it missing assets or are they included in the file? I don't know how the map system works, I don't use them much.
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The attached model has LOD's. If you disable shadows for LOD3, it won't cast shadows if you drag that LOD into the editor by itself, but it will still cast shadows as part of it's parent. In the shot below you can see that LOD3 (a billboard) on the right casts no shadow but half the shadow of the tree on the left has the billboards shadow still.
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If you have a model in the editor and then edit it in the model editor - like toggling it's shadow casting ability - upon saving and closing the model editor it will not update in the editor viewports until you move the viewport with the mouse. Should it update when the editor is closed?
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Drag this model into the editor and click away from it to deselect it. Then try and select it again and it can't be done.
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This shot is from the editor. You can see the shadows are not using the alpha masked shader. Also different sections of the shadow use different LOD levels of the model?
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The attached model is very dark in the model editor. I don't think the materials are wrong as the model appears ok in when dragged into the editor.
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Here's a short video on the unstable FPS I'm seeing.
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Honestly all I needed it for was to get a valid material ID, but after all objects are rendered and before post effects sounds like it'll work to me.
@klepto2 What do you think?
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Yeah I'll take a closer look at those and see what they say.
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No geometry streaming. Everything is static with default shaders.
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I hate to say it, but I'm seeing it a lot slower overall. Actually, it seems 2.5x slower.
These shots are in release. In 0.9.5 I've had to remove the skydome due to some shader errors, and the terrain due to it not texturing. The terrain was replaced with a single plane. So 0.9.5 is doing less work but is a lot slower and the grass don't look as good.
Also in 0.9.5 I've seen the FPS fluctuate between 120 and 60 FPS like a seesaw even when the camera is still.
Scene in 0.9.4:
Same scene in 0.9.5:
Disable shadows per light, per fragment?
in Programming
Posted
Would it be possible disable shadows for a single light in the fragment shader, with some shader manipulation?