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Re: projection shaders ... again [Re: Matt_Aufderheide] #74838
06/15/06 17:22
06/15/06 17:22
Joined: Sep 2002
Posts: 758
Sunny Scotland
xoNoid Offline
Developer
xoNoid  Offline
Developer

Joined: Sep 2002
Posts: 758
Sunny Scotland
@Josh_Arldt: Any chance of posting a demo .

Re: projection shaders ... again [Re: xoNoid] #74839
07/07/06 19:11
07/07/06 19:11
Joined: Mar 2003
Posts: 4,427
Japan
A
A.Russell Offline
Expert
A.Russell  Offline
Expert
A

Joined: Mar 2003
Posts: 4,427
Japan
Did anyone ever get this shader to work?

I followed this post, but when I tried to add Matt's ASM code to the .fx file I got errors.

If no-one has done it, is anyone here capable of doing it? I'd be prepared to pay a commission for a working projection shader.

Re: projection shaders ... again [Re: A.Russell] #74840
01/16/07 16:52
01/16/07 16:52
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
i know this one is old, but...
i tried the shader and i get it to work that its always infront of the camera. but how can i let it project just down from the top? I replaced the positions with a model but that doesnt work either:




entity* ptrproject;

action projector
{
my.invisible = on;
my.passable = on;
ptrproject = me;
}



material* tempMat;

action actProjector
{
var saveCamX[3];
var saveCamAng[3];

while(!ptrproject) { wait(1); }

my.material = matProjector;

while (1) {

vec_set(saveCamX.x, ptrproject.x);
vec_set(saveCamAng.pan, ptrproject.pan);

vec_set(ptrproject.x, my.x);
vec_set(ptrproject.pan, my.pan);

tempMat = my.material;

mat_set(tempMat.matrix, matView);

vec_set(ptrproject.x, saveCamX.x);
vec_set(ptrproject.pan, saveCamAng.pan);

wait(1);
}
}


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Re: projection shaders ... again [Re: Captain_Kiyaku] #74841
01/16/07 17:30
01/16/07 17:30
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
okay it works now with a second view. but now i need more than one "picture" to be projected, too Is there any way to do that?

EDIT: and how can i add it to more entitys ? It only works for one model now...

Last edited by Kihaku; 01/16/07 17:34.

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Re: projection shaders ... again [Re: Captain_Kiyaku] #74842
01/18/07 15:52
01/18/07 15:52
Joined: Dec 2000
Posts: 4,608
mk_1 Offline

Expert
mk_1  Offline

Expert

Joined: Dec 2000
Posts: 4,608
Render on a quad model and use it as view entity.


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Re: projection shaders ... again [Re: mk_1] #74843
06/12/07 10:12
06/12/07 10:12
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
I'm trying to create water caustics for an ocean floor -- hs anyone on this thread had further success or made newer versions of the projection shader?

Re: projection shaders ... again [Re: JetpackMonkey] #74844
06/12/07 10:42
06/12/07 10:42
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Quote:

I'm trying to create water caustics for an ocean floor -- hs anyone on this thread had further success or made newer versions of the projection shader?




I know you mentioned a shader for caustics, but have you seen this little program:

http://www.dualheights.se/caustics/

It's specifically made for caustics. Perhaps you could create an animated sequence and somehow render to texture of the results (or by any other means that can be done to execute this) on the geometry that requires the effect?

There's a free and commercial version:

Quote:


Caustics Generator (free version):








Graphical user interface
Several parameters to control the caustics
Preview the output while changing the parameters
Available for the Microsoft Windows platform
Open Source
Free!










Caustics Generator Pro (commercial):









Command line interface for stand alone use or integration into third party programs
High Dynamic Range Image output (HDRI)
Available for Linux and Microsoft Windows platforms
Source code can be licensed for integration into own tools






BACK TO TOPIC (sort of ): I'm interested in a Shader 2.0 projection shader. Since learning that there is much more standardized goings on behind the scenes with 2.0+ shaders, I've become more interested in them. I see no need to support 1.x anymore given this one huge advantage; however I'm not quite ready to start beating the 3.0 or 4.0 drum just yet. Anyway, for my title, a projection shader, per pixel lighting and dynamic hard to soft shadows, shader fog (don't know what to call it), and other fancy lighting/shadows effects are what I'm interested in. To get a better idea, go take a look at the Alan Wake tech demo on Youtube. The very brief part where they go inside the building are the type of effects I'm after, as well as the Unreal3 tech demo of the lantern coming down the stairs that's been out for months (I'll have to find it and post some day).

I'm not too interested in normalmapping, and I'm also wanting to experiment with a toon shader for the style I want for my characters. All of this would need to be 2.0 and work on all 2.0 cards (for obvious reason....FX cards need not be worried about).


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Re: projection shaders ... again [Re: Orange Brat] #74845
06/12/07 11:21
06/12/07 11:21
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Hi, thanks Orange Brat-- yup already got the caustics animation rendered!

That might work.. hm tho its a large scene with many objects.. problem is that the surface is one of those large multi-texture mdl terrains.

Re: projection shaders ... again [Re: JetpackMonkey] #74846
06/15/07 10:33
06/15/07 10:33
Joined: Jan 2006
Posts: 168
Germany, Hannover
DexLoomer Offline
Member
DexLoomer  Offline
Member

Joined: Jan 2006
Posts: 168
Germany, Hannover
Hi, excuse my bad English!
I also try to use the "Projection Shader" but I don't succeed!
Is there an example scene where someplace the Shader is used?
Greetings,
Dex


A8-Com-v 8.47.1
Re: projection shaders ... again [Re: DexLoomer] #74847
06/20/07 21:46
06/20/07 21:46
Joined: Jan 2006
Posts: 168
Germany, Hannover
DexLoomer Offline
Member
DexLoomer  Offline
Member

Joined: Jan 2006
Posts: 168
Germany, Hannover
Still am on the search for an example script of ´Projection Shader´!
Can somebody help me along?
I would like to make a flashlight with that like in the game FarCry.
Greetings Dex


A8-Com-v 8.47.1
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