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Its Snowing in the Editor


Rich C
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Hello,

 

I have just installed the LE2 evaulation kit and upon executing the program, the application displays some digital snow in the GUI.

 

Maybe a christmas easter egg???

 

I have recently purchased and installed an EVGA GTX 560 video card, which appears to work fine in all but this application. Incidentally, the 3D World Studio program does work.

 

Here is an extract from the NVIDIA system information -

 

[Display]

Operating System: Windows 7 Ultimate, 64-bit (Service Pack 1)

DirectX version: 11.0

GPU processor: GeForce GTX 560

Driver version: 310.70

DirectX support: 11.1

CUDA Cores: 336

Core clock: 850 MHz

Shader clock: 1701 MHz

Memory data rate: 4104 MHz

Memory interface: 256-bit

Memory bandwidth: 131.33 GB/s

Total available graphics memory: 4095 MB

Dedicated video memory: 1024 MB GDDR5

System video memory: 0 MB

Shared system memory: 3071 MB

Video BIOS version: 70.24.2E.00.62

IRQ: 16

Bus: PCI Express x16 Gen2

 

Please let me know if there is something that I am doing wrong.

 

Thank-you.

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Yes and surprising well too. It runs at a solid 15FPS with a terrain without textures inside of the Editor. With occlusion culling set to one in the engine, I have about ten thousand polys on screen with textures and ten thousand particles and it runs at 15-20 FPS.

Edited by fumanshoo
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Working on it this weekend.

 

You mean your Intel graphics chip actually runs Leadwerks Engine 2?

 

It runs on my laptop which has an intel hd 4000 and an nvidia 620. The intel hd 4000 worked until i upgraded to windows 8. The intel hd 4000 runs about 50% perf as the 620. If I don't run in 1920x1080 it is very tolerable. 800x600 usually gets me 60fps for my crappy game.

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Yes and surprising well too. It runs at a solid 15FPS with a terrain without textures inside of the Editor. With occlusion culling set to one in the engine, I have about ten thousand polys on screen with textures and ten thousand particles and it runs at 15-20 FPS.

I think your computer probably has both, and you are seeing the results of the NVidia card. It's extremely unlikely both Intel and NVidia would have the same exact driver bug at the same time.

 

Apparently NVidia's latest drivers can't support advanced shader features like the "for" loop. You can fix this by replacing two shaders. Open shaders.pak with a zip file reader and replace these two files:

 

postfilters/bloomblurx.frag

#define samples 10.0
#define samplesi 10

uniform sampler2D texture0;
uniform vec2 buffersize;

vec4 clampvec4(in vec4 color) {
   vec4 outcolor;
   outcolor.x=max(color.x,0.0);
   outcolor.y=max(color.y,0.0);
   outcolor.z=max(color.z,0.0);
   outcolor.w=max(color.w,0.0);
   return outcolor;
}

void main( void ) {

   vec2 ps = 1.0/buffersize;
   vec4 color;
   vec2 coord = gl_FragCoord.xy/buffersize;
   vec4 bloomsample;
   int i;

   //Nvidia's latest driver can't handle for loops.
   i=0;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=1;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=2;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));    

   i=3;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));    

   i=4;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=5;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=6;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=7;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=8;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   i=9;
   coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
   coord.y=gl_FragCoord.y/buffersize.y;
   color += clampvec4(texture2D(texture0,coord));

   //Loop causes black squares with HDR on NVidia cards
   /*for (i = 0; i < samplesi; i++) {
       coord.x=gl_FragCoord.x/buffersize.x-ps.x*samples*0.5+float(i)*ps.x;
       coord.y=gl_FragCoord.y/buffersize.y;
       bloomsample = texture2D(texture0,coord);
       color += clampvec4(bloomsample);
   }*/

   gl_FragColor = color/samples;
}

 

postfilters/bloomblury.frag

#define samples 10.0
#define samplesi 10

uniform sampler2D texture0;
//uniform sampler2D texture1; //texture for secondary bounce
uniform vec2 buffersize;

float luminance( in vec4 color ) {
   return color.r * 0.3 + color.g * 0.59 + color.b * 0.11;
}

vec4 clampvec4(in vec4 color) {
   vec4 outcolor;
   outcolor.x=max(color.x,0.0);
   outcolor.y=max(color.y,0.0);
   outcolor.z=max(color.z,0.0);
   outcolor.w=max(color.w,0.0);
   return outcolor;
}

void main( void ) {
   vec2 ps = 1.0 / buffersize;
   vec4 color;
   vec2 coord;
   vec4 sample;    
   float weight;
   float totalweight;
   int i;

   //Nvidia's latest driver can't handle for loops.
   i=0;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=1;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=2;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=3;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=4;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=5;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=6;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=7;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=8;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   i=9;
   coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
   coord.x=gl_FragCoord.x/buffersize.x;
   color += clampvec4(texture2D(texture0,coord));

   /*for ( int i = 0; i < samplesi; i++ ) {
       coord.y=gl_FragCoord.y/buffersize.y-ps.y*samples*0.5+i*ps.y;
       coord.x=gl_FragCoord.x/buffersize.x;
       //sample = clampvec4(texture2D(texture0,coord));
       //sample *= sample.w;
           sample  =texture2D(texture0,coord);
       color += sample;
   }*/
   gl_FragColor = color/samples;
}

My job is to make tools you love, with the features you want, and performance you can't live without.

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I guess "do the trick" was not a good use of my oompa loompa vocabulary. I was referring to my framerate and just use of the editor in general. Textures tend to look funny in the editor and I am sure it is because of my computer because games have the same problem. I am also downgrading when it comes to ram. I am using 10GB right now and downgrading to 8. The i5 and the video card is an upgrade though.

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