deniz
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Posts posted by deniz
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There is quite good AA in LE 2.5, but you have to enable it with SetAntialias(1);
I tried it, it was not satisfactory for our customer.
This is done via 32 CSAA in nvidia control panel on my computer.
The method here is non-trivial.
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Hi all,
Below are two videos of aliased and antialiased terrain rendered in LE 2.5
Although there is no support for AA in LE 2.5, I managed to do it.
The lack of AA troubled us a lot since the visualization of the airport was not satisfactory for our purposes.
But now with this AA-trick it is acceptable.
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you can do that or just in the unzipped version of that which i assumed you did when copied the contents of mesh.vert to custom.vert
yeah that worked just fine thanx
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try placing the file into the shaders/mesh directory... seems to work fine then...
you mean in shaders.pak file?
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where is the file located and what is your registered abstract path? are you using 'abstract::custom.vert' for the shader?
it is located in the same directory where the corresponding gmf file resides.
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Hi everyone,
I want to define and load my own vertex shader ("custom.vert") as part of my object's material file, but LE is unable to load it somehow.
It gives a warning saying that it could not load the file although the file exists at the specified location.
I am sure of the correctness of the vertex shader (I merely copied and pasted mesh.vert under custom.vert to make sure it works).
What could be the problem?
thanks,
deniz
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Yeah, put cullface=0 in the mat file.
ok thanks..
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Hi,
we have a scene which is a combination of a terrain and many roads & buildings as gmf files on it.
when using renderframework we do not get any visibility problems.
but when we use renderworld suddenly all roads and houses disappear, only the terrain (with trees on it) is visible.
but at certain locations buildings and roads become visible again.
this is never the case when using renderframework: when using renderframework everything works perfectly as expected.
can anyone help me what the problem might be?
thanks in advance
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Hi all,
can we disable backface culling in LE2?
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Yes, it's not meant to be used multiple times with different resolution buffers or different settings. If you change settings it will have to recreate buffers twice each frame.
Use regular plain rendering with just lighting, no shadows, for your low-res reflection passes.
ok I get it.
But some script-based effects do not work with renderworld() command.
we have a day-night script that cannot be seen when using renderworld but is visible with renderframework.
how can I make that script visible with renderworld?
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Seems like a perfect opportunity to use geometry shaders.
that's why I asked before if there was support for geometry shaders in LE2
In fact, geometry shader might not be sufficient.
support for tessellation shaders would be better.
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yes, addtional geometry is added & modified to give that effect.
one of the questions was what function to use for varying the snow thickness with the angle.
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starting off like yours but then slowly fading in snow 'objects' that would automatically size and conform to the elevation and angles of the building/object to simulate thick snow. I scrapped the snow segment of the game a while back but I may bring it back, would be great to see something like this in LE3.
you mean like this?
this is a related work of mine:
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thank you all guys, I am glad you liked it
this effect is still in its development stage.
after integrating it with the framework, I will post the updated video and maybe the binary as well.
Later I will add a snow emitter as well.
I did not want to do it for now, since I wanted to show just the effect itself.
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Hi all,
here is a video of my recent work on simulating real-time snow accumulation in LE.
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Just do SetBuffer(your128x128buffer) before RenderFramework(), and of course SetBuffer(BackBuffer()) after that.
setting the buffer size to any size other than the back-buffer size seems to be problematic.
I get strange visual artifacts: whole screen becomes white and then the screen freezes.
any ideas?
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Hmm, so you want it to show always, then VIEWRANGE_INFINITE should work, if you want something else, try VIEWRANGE_NEAR:
http://www.leadwerks.com/wiki/index.php?title=Entities#EntityViewRange
Is your camera view range setup correctly?
Please notice that:
EDIT: also try setting recursive parameter to 1:
EntityViewRange( mode, VIEWRANGE_INFINITE , 1 )
setting the recursive parameter to 1 solved the problem, thanks
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Please post an example showing what you are trying to do. Otherwise it is very hard to guess what might be happening.
What do you mean by example?
the code or the model in question or both?
in case just the code is sufficient:
TEntity ent = LoadModel("xyz.gmf");
EntityViewRange(model, VIEWRANGE_INFINITE); // this does not have any effect
then I tried this:
TEntity ent = LoadMesh("xyz.gmf");
EntityViewRange(model, VIEWRANGE_INFINITE); // this does not have any effect as well
but if I try the following the code, EntityViewRange works just fine
TMesh mesh = CreateMesh();
TSurface surf = CreateSurface(mesh);
//...
// some commands to set vertices, normals and define a simple quad
//...
UpdateMesh(mesh);
EntityViewRangemesh, VIEWRANGE_INFINITE); // this works just fine..
so my question is:
how can I change the view-range of the model?
the model is exported from MAX using gmf-exporter.
remember: we are adding the model (or multiple copies/instances of it) to the scene during run-time.
so dragging an instance or multiple instances of the model into the scene and then loading the scene is out of question here.
do we have to include something in the lua-script of the model?
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hi all,
how can I read the opengl modelview & projection matrices used during rendering?
it seems RenderWorld() does not affect those matrices (or pushes them before then pops them after rendering)
because I compared the values before and after calling RenderWorld, they seem to be the same.
in general: I want to recontruct the pixel's exact coordinates for perform some post-processing..
if there is another way to do it, I would be happy if you shared it.
thanks..
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can we define geometry shaders in LE?
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hi all,
I am trying to set view range parameters of entities loaded with LoadModel (we need to call this to enable lua scripts)
but calling EntityViewRange() does not seem to have any effect for such entities (loaded with LoadModel)
when I create meshes at run-time using LE-commands (CreateMesh, CreateSurface etc.), then EntityViewRange() works on them.
I tried to load the model with LoadMesh but it did not worked again (I have to use LoadModel anyway to run models' lua-scripts).
do I have to set a parameter in the lua-script or do I have to do something else?
any suggestions?
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Certainly, but I don't recommend rendering to an extra image like a mirror with full effects enabled, since it will be much slower. I'd use minimum rendering, as demonstrated in the beginning tutorial, with shadows disabled.
I see.. I tried to do that by disabling all effects calling SetSSAO(0); SetHDR(0); etc.
but everytime I toggle the effects before and after calling RenderFramework(), a very very huge performance drop occurs (I get less than 1 fps)
I guess LE is trying to reload &/ reinitialize all related stuff (like shaders etc.) and this causes a huge performance drop.
if I try to use Renderworld() then I get another set of problems:
I cannot see the sky box, where there is a sun whose motion is determined by a Lua script.
(it is essentially the day-night script from one of the users' posts here in this forum, modified by my colleague to suit our needs).
I also see strange trails of rendered images from previous frames.
any clues how to overcome this?
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Just do SetBuffer(your128x128buffer) before RenderFramework(), and of course SetBuffer(BackBuffer()) after that.
ok thanks, that worked..
it did not work before, may be I was doing something wrong.
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Hi everyone,
is it possible to render to an offscreen render target (color buffer) using RenderFramework() command?
without this I have to render to the back-buffer, perform a buffer copy operation to render reflections in a mirror with effects.
I want to avoid that extra copy and also I want to be able to change the resolution of the color buffer as well..
Antialiasing in LE 2.5
in Showcase
Posted
Well, normally you should support AA by rendering to multi-sampling textures and perform a custom resolve operation inside the fragment shader in deferred shading. But I have studied all of your shaders and did not come across to anything like "sampler2DMS" or so. I had to implement this on my own (not using Multisample textures but a somewhat similar method). I do not know what kind of AA method you employ but it seems that in our scenes not enough fragments are generated for long and thin primitives, in fact that's why we got those stippled line patterns. So I used nvidia's 32 CSAA method to generate multisampled terrain pixels and lines visual appearance got better. The non-tirivial step was to incorporate nvidia's CSAA output into the LE rendering pipeline.