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GameMaker

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Everything posted by GameMaker

  1. So apart from normal mapping what else can be used ? Is parallax mapping, bump mapping supported on terrain texture layers ?
  2. Thank you for the clarification regarding OpenGL and GLSL. So I will have to learn GLSL version 1.2 to use Leadwerks 2.5. Could you please clarify the question asked by me in post number #28 ( the one just before yours ) regarding application of parallax occlusion mapping shader or any other shader that comes by default in material editor to each texture layer of the terrain ?
  3. Why is answer to my question number 1 ( in the first post ) is "no" ? The documentation here - http://www.leadwerks...ng-terrain-r521 states that I can assign material files starting with a prefix name of _terrain to each of the terrain texture layers. So, what is stopping me from using parallax occlusion shader ( that comes by default within Leadwerks 2.5's material editor ) within my material file and applying it to my desired texture layer ? Please clarify.
  4. Read post number #5. If you still infer the same I have nothing further to say. But would surely like answers from the creator of the engine regarding my questions stated in post #22
  5. I thought if an engine is written in OpenGL version 2.1 then the GLSL version that can be used is 1.2. But you are saying it all depends on the hardware. So if I have a GPU that supports OpenGL 4.2, will I be able to write GLSL code that confirms to GLSL version 4.20.6 and use it within the Leadwerks material files without any problems ? Additionally this wikii page http://www.leadwerks...OpenGL_Commands shows that one can use OpenGL functions directly within Leadwerks and draw on the screen. Can I use OpenGL 4 functions to do such thing ? So again please confirm 1. What GLSL versions are supported by Leadwerks 2.5 ? 2. What OpenGL versions are supported by Leadwerks 2.5 ?
  6. According to OpenGL org http://www.opengl.org/wiki/Detecting_the_Shader_Model And the Leadwerks 2.5 system requirements state - I am confused tallying between MIcrosoft's Shader Model 3.0 and 4.0 and Leadwerk's supoorted OpenGL and GLSL version. Can you please confirm which versions of Open GL are fully supported by Leadwerks 2.5 and which GLSL versions are fully supported in Leadwerks 2.5 engine ?
  7. In Leadwerks 2.5, AppSpeed() doc states it is for framerate-independent entity motion. What about animation speed of rigged characters ? How do I ensure that rigged characters display their animation at a desired constant speed across diverse CPUs and GPUs ? And what about entity movements influenced under the inbuilt Newton Physics system ? How do I ensure that physics simulation occurs at the desired constant speed across diverse CPUs and GPUs ?
  8. Does Leadwerks 2.5 have inbuilt feature to make sure that all kinds of character animation, camera movement, entity movement and rotation takes place at the same speed on different CPU and GPU ?
  9. How long will I get support for Leadwerks 2.5 before everything gets closed down officially ?
  10. Yes, the framework is all right for basic need. But suppose I need volumetric light scattering happening from the magic wand of a wizard character then the default volumetric scattering implemented in the framework does not come into use. In such a case I want to know if I can apply the godrays frag shader that comes within the material editor's dropdown list. I may also need to alter the color, intensity or noise of the emitted god ray and have shadows cast on the floor when a character walks beneath it ( without using a spot light source ). Apart from this there are many shaders included in the material editor. The wiki video and pdf tutorial about materials cover diffuse bump map specular and parallax occlusion mapping. But they do not cover all the settings and combination for the rest of the shaders available in the material editor. Do I get a table / chart that covers settings for each of the available shaders ? ( I am totally novice in shader programming ) As for point number 6, I meant to write - runtime terrain generation using heightmaps ( instead of light maps ). For point number 1, "applying parallax occlusion mapping to terrain texture layer"s - can it be done if I import my terrain from other terrain making softawre into leadwerks ? Or applying surface detail shaders like detail mapping is not possible in Leadwerks 2.5 ?
  11. I have a few questions regarding Leadwekrs 2.5 - 1. Is it possible to apply parallax occlusion mapping ( the one that comes in the material editor ) shader to the texture layers of the terrain created within Leadwerks 2.5 sandbox ? 2. Can I create my terrain in an external terrain editor like Earth Sculptor and then use it in Leadwerks 2.5 just using code ? Can I apply material to the terrain through code ? 3. Can I have collisions on tress that are placed individually in the sandbox or using code at runtime ? (without using the vegetation layer ) 4. Is it possible to have paging terrain as found in cross country racing games ? 5. Can I apply parallax occlusion mapping to my skinned meshes ? 6. Can everything - every settings and features available in sandbox be applied / manipulated / changed using code at runtime (including run-time terrain generation using lightmap) ? 7. There are lots of pre-made shaders available in the material editor including eye candy effects like volumetric light scattering. Can I use them directly on my game objects ? For example volumetric light scattering happening at a desired screen location instead of the default directional sunlight ? 8. Do I get guide / manual on how to do the above stated 7 things ? 9. I want to apply the effects - Distance fog Skyboxes HDR / Iris adjustment Bloom Antialias Near and far depth-of-field (DOF) Volumetric light scattering (God rays) Screen-space ambient occlusion (SSAO) Transparency and refraction. Water with reflection, refraction, physics, and full-screen underwater effects. without using the "Framework" or in other word build my own framework. Do I get a guide / manual on how to do that ?
  12. So no dynamic shadows for GPUs that supports OpenGL versions between 1.x, 2.x and 3.x ? Can you please confirm on this ? Can you please confirm the nature of shadow support that will be available for OpenGL versions 1.x, 2.x and 3.x ? Does this mean I will be able to produce a binary MAC OS X version of my game while developing my game on Windows platforms ?
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