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Water FFP: only works after effect_load call #153821
09/13/07 06:00
09/13/07 06:00
Joined: Feb 2006
Posts: 324
Germany
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maybenew Offline OP
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maybenew  Offline OP
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Germany
the following water-shader (FFP) only works correctly one tick after effect_load was called! one tick later the surface is rendered black...

Any ideas?

Code:
 matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

technique w
{
pass p0
{
Texture[0] = <mtlSkin1>;

magFilter[0] = linear;
minFilter[0] = linear;
mipFilter[0] = linear;

ColorArg1[0] = Texture;
ColorOp[0] = bumpenvmap;
ColorArg2[0] = current;

TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;
Texcoordindex[0] = 1;


Texture[1] = <mtlSkin2>;

magFilter[1] = linear;
minFilter[1] = linear;
mipFilter[1] = linear;

AddressU[1] = Clamp;
AddressV[1] = Clamp;

ColorArg1[1] = Texture;
ColorOp[1] = Modulate2x; //Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay
ColorArg2[1] = Current;

TextureTransformFlags[1] = count3 | projected;
texcoordindex[1] = cameraspaceposition | 1; // For cubemap use: cameraspacereflectionvector
}
}



Re: Water FFP: only works after effect_load call [Re: maybenew] #153822
09/13/07 12:14
09/13/07 12:14
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Do you still have the second technique in there (it is an empty technique)?
If you have, delete it. Because the wrong technique is used on some systems...

Re: Water FFP: only works after effect_load call [Re: Slin] #153823
09/13/07 13:50
09/13/07 13:50
Joined: Feb 2006
Posts: 324
Germany
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maybenew Offline OP
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maybenew  Offline OP
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Just one Technique in the shader!

Very strange thing, if I call effect_load in a loop the shader looks perfectly fine!

Re: Water FFP: only works after effect_load call [Re: maybenew] #153824
09/14/07 12:43
09/14/07 12:43
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Because of this:
Quote:


//Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay





I know that this is the effect from the Shadercollection I created (okay you changed the order of some thing, does it cause any effect? o.O). Later I "contributed" this shader, wich was once written by Steempipe for extra users to test. There is in both cases an example Level. Is it working?


Btw, I´m still trying to get some good looking water for users of the extraedition.
It is the same shader, but with realtimereflections and without the fallbacktechnique wich caused the effect not to work on all systems.
It works nearly perfect but there is the Problem, that the reflection should be scaled a bit more to the left and to the right, as you can see on this picture:


So, if there is someone who knows, what causes this problem and if possible, how to solve it, It would be great if you can tell me

Slin

Re: Water FFP: only works after effect_load call [Re: Slin] #153825
09/14/07 15:30
09/14/07 15:30
Joined: Feb 2006
Posts: 324
Germany
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maybenew Offline OP
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maybenew  Offline OP
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Germany
Quote:

Because of this:
Quote:


//Modulate/AddSigned/Modulate2x/Modulate4x/Add <----------This looks all okay





I know that this is the effect from the Shadercollection I created (okay you changed the order of some thing, does it cause any effect? o.O). Later I "contributed" this shader, wich was once written by Steempipe for extra users to test. There is in both cases an example Level. Is it working?




when i remove that the shader works in the test level but does still not work in my game system!

Re: Water FFP: only works after effect_load call [Re: Slin] #153826
09/14/07 15:39
09/14/07 15:39
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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planet.earth
Quote:


So, if there is someone who knows, what causes this problem and if possible, how to solve it, It would be great if you can tell me

Slin




dunno how you do that for extra-edition, but it looks like the rendered view has a different arc (fov) than the camera

Re: Water FFP: only works after effect_load call [Re: maybenew] #153827
09/14/07 19:44
09/14/07 19:44
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
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Quote:


when i remove that the shader works in the test level but does still not work in my game system!




Does it work as expected, if you use an other "watershader"?

Quote:


dunno how you do that for extra-edition, but it looks like the rendered view has a different arc (fov) than the camera




It should even work for the standart version , I don´t know since when, but they support ffp effects, together with ChrisBs rtt plugin, you get what you see here
The arc is definatly the same for both views-.-

It should be possible to strech it a bit as it is done with the bumpmap, right? But how to insert a matrix directly and wich value of the matrix causes what?

Thank you,
Slin

Re: Water FFP: only works after effect_load call [Re: Slin] #153828
09/17/07 20:28
09/17/07 20:28
Joined: Feb 2006
Posts: 324
Germany
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maybenew Offline OP
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maybenew  Offline OP
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Posts: 324
Germany
Same problem:
Just the rendered view is shown, only when I constantly reload the effect-file the water is rendered correctly!
How can this be?!

Re: Water FFP: only works after effect_load call [Re: maybenew] #153829
09/25/07 14:37
09/25/07 14:37
Joined: Feb 2006
Posts: 324
Germany
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maybenew Offline OP
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maybenew  Offline OP
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M

Joined: Feb 2006
Posts: 324
Germany
Hello, little help here, please!

Still having the problem:
load the effect file once: total shader mess!
load the effect file each frame: perfectly fine working shader!

How can this be?!

Re: Water FFP: only works after effect_load call [Re: maybenew] #153830
12/28/07 23:55
12/28/07 23:55
Joined: Jul 2003
Posts: 85
France
Gandalf Offline
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Gandalf  Offline
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Joined: Jul 2003
Posts: 85
France
I have the same problem. I added two dll (not existing on Win2000) in my work file and it works perfectly with A6.60.
msvcr80.dll
d3dx9_34.dll


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