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shadmar

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Posts posted by shadmar

  1. The viewdistance can't be altered in the usual way, since it's a transparencyworld mesh I can't parent it to the entity without it bleeding.

    So we need to increase the aabb around it. I can make a slider for that. And update it in the UpdateMatrix().

     

    About the fog.. I need to look into that one. Thx.

     

    needless to say, you're in my will...

    Thanks :)

  2. Real looking water looks much more boring than game-waters, so I think it's a matter of what you want it to look like.

    Google ocean pictures and you see what I mean, google ocean 3d fft and you'll see simulated water/oceans.

    If it's windy it gets noisy, if there is no wind, you have that glossy water game effect.

    So what's your favorite color? :)

  3. it's 32x32 meters but they should be perfectly tileable, the fft data set is not something I'm releasing, I guess maybe Josh will use some of it in LE3 with tesselation or an adaptive mesh or something.

     

    Here is the vid :

     

    • Upvote 1
  4. Yeah I thought about the wave area is too big, The glassy effect is the refraction normals are 8x surface normals, and it looks wierd on the picture, but it doesn't look that bad when it's in movement.

     

    I will try out with smaller wave area, this way it should move better/faster without looking unnatural and I don't have to interpolate every other frame.

  5. Here is a couple of shots of the shader using FFT vertexdata (Josh kindly borrowed me a dataset)

    It still struggles from interpolation issues either in data or conversion, so I'll post a vid later if I get rid of the issues (..and if Josh allows it)

     

    LE_fft1.jpg

     

    LE_fft2.jpg

    • Upvote 1
  6. @Shadmar

     

    I'm probably doing something wrong.

    With those changes my MaterialEditor and Editor crashes.

     

    I have attached my files.

     

     

     

    Ah..

     

    You missed the directive around

    diffuse *= texture2D(texture8,texcoord1); //texcoord1 reads UV channel 2

     

    And #declare should be #define.

    And The diffuse should also go in the 2uv.frag file

    #define LW_DIFFUSE texture0

     

    Looks good! This is what I got :

    LE_roland.jpg

     

    Here are the shader files fixed :

    frags.zip

    • Upvote 1
  7. shader change for this test was :

     

    Before main() add

     

    uniform sampler2D texture8;

     

    Find

     

    diffuse *= texture2D(LW_DIFFUSE,texcoord0);//*fOcclusionShadow

     

    Add below this line :

     

    diffuse *= texture2D(texture8,texcoord1); //texcoord1 reads UV channel 2

     

    or use + to add it on top, use black as background.

     

    Add texture8= to your mat file and use any diffuse shader.

     

    Might be useful to use glsl preprocessor directives so it doesn't apply to everything.

    Just create a mesh_diffuse_whateverelse_2uvmaps.frag and use

     

    #declare dualUV 1

     

    Then in mesh.frag test if this is true and apply the example above.

    This way you can apply 2 UV sets using any shader, bump specular, glow or what not.

     

    good luck smile.png

    Let me know if it works or just ask,

  8. Aaah... the Vic64. I still have a working specimen in the attic.

     

    Wasn't it Vic20?.. I thought it was.. ah well long time ago..

     

    Took me a long time before I got a PC.

    Started out with a c64, then c128, then A500, then A1200, and finally a Pentium in 1994 orso..

     

    Agree with MetaTron... WorkBench from Amiga was a very nice OS :)

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