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GameMaker

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Posts posted by GameMaker

  1. 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 ?

  2. 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.

     

    [/background][/size][/font][/color]

    No.

     

     

    Yes.

     

     

    Yes.

     

     

    No.

     

     

    Yes.

     

     

    We don't use lightmaps. There's a few things like vegetation that only can be created in the editor.

     

     

    Not really.

     

     

    There's a link to the docs in the site header.

     

    I don't understand this. You want the effects set up for you, but you don't?

  3. 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 ?

  4. According to OpenGL org http://www.opengl.org/wiki/Detecting_the_Shader_Model

     

    GLSL versions went through some interesting number changes.

    Until version 3.30, the GLSL version number and the corresponding OpenGL version number were different. Here's a table: OpenGL

    Version GLSL

    Version 2.0 1.10 2.1 1.20 3.0 1.30 3.1 1.40 3.2 1.50

    For all versions of OpenGL 3.3 and above, the corresponding GLSL version matches the OpenGL version. So GL 4.1 uses GLSL 4.10.

    Direct3D Shader Model 4.0 is equivalent to GLSL version 3.30. Earlier GLSL versions for OpenGL 3.x provide subsets of this functionality, based on the available functionality in the OpenGL version, though 1.50 is almost feature-identical to SM4.

    Direct3D Shader Model 5.0 is equivalent to GLSL version 4.30.

    For earlier shader models, GLSL versions less than 1.30 are used. Because GLSL is a high-level language, many of the differences between SM 2 and 3 are not exposed to the user.

     

     

    And the Leadwerks 2.5 system requirements state -

     

     

     

    System Requirements

     

    Minimum:

    • Windows 7, Vista, or XP
    • Nvidia GEForce series 7000 or ATI Radeon series 3000 graphics card (Shader Model 3)
    • 1.0 GHz CPU
    • 512 MB RAM

    Recommended:

    • Windows 7, Vista, or XP
    • NVidia GEForce 8800 or ATI Radeon 3870 graphics card (Shader Model 4)
    • 3.0 GHz CPU
    • 2 GB RAM

    Please ensure your graphics drivers for NVidia and ATI cards are up to date.

     

    Intel integrated graphics chips are not supported.

     

     

    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 ?

  5. 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 ?

  6. 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 ?

  7. 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 ?

  8. has dynamic shadows only in OpenGL 4.x (and OpenGL ES 3.0?) version

    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 ?

     

    apps compile directly to all platforms from the project manager

     

    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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