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Re: Shade-C: Deferred Shading [Re: BoH_Havoc] #255524
03/11/09 02:08
03/11/09 02:08
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
As the forum allows only 6 pics per post, here's the rest

Indoor, no environment lighting:




Shade-C EVO Lite-C Shader Framework
Re: Shade-C: Deferred Shading [Re: BoH_Havoc] #255525
03/11/09 02:13
03/11/09 02:13
Joined: Jun 2007
Posts: 152
Norway
D
Darkyyes Offline
Member
Darkyyes  Offline
Member
D

Joined: Jun 2007
Posts: 152
Norway
Seems like you put them to good use man! smile


New to lite-c and gamestudio in general, thank you for reading.
Com, A7 v7.7
Re: Shade-C: Deferred Shading [Re: Darkyyes] #255526
03/11/09 02:54
03/11/09 02:54
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Joined: Oct 2004
Posts: 900
Lgh
@BoH_Havoc, Fantastic work man, on the texture I see the ssao or only lightmapping?
For compatibility reasons, you can update the new A7 7.70 version.

@Darkyyes, really nice model.


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: Shade-C: Deferred Shading [Re: rojart] #255554
03/11/09 08:53
03/11/09 08:53
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Online
Senior Expert
Quad  Online
Senior Expert

Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
awesome.


3333333333
Re: Shade-C: Deferred Shading [Re: Quad] #255602
03/11/09 14:17
03/11/09 14:17
Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
VeT Offline
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VeT  Offline
Serious User

Joined: Aug 2004
Posts: 1,345
Kyiv, Ukraine
brilliant, as always wink


1st prize: Lite-C and Newton 2.17 by Vasilenko Vitaliy

Newton2 videos: http://tinyurl.com/NewtonVideos
LiteC+Newton2 discussion: http://tinyurl.com/NewtonWrapperDiscussion
Latest LiteC+Newton2 version(v23, from 29.10.2009): http://depositfiles.com/files/ae1l0tpro
Re: Shade-C: Deferred Shading [Re: VeT] #255620
03/11/09 15:34
03/11/09 15:34
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
It looks as if there are some specmaps missing on the soldier?^^
And how are you going to handle reflections, transparency/refractions and antialiasing? :P

But anyways, it looks of course very nice smile

In case you could still have some need for it, here is some nice article to look at ;): http://mtlung.blogspot.com/2009/03/accumulative-screen-space-ambient.html (thanks to mk1 who pointed me to it yesterday ;))

Last edited by Slin; 03/11/09 15:37.
Re: Shade-C: Deferred Shading [Re: Slin] #255624
03/11/09 15:52
03/11/09 15:52
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
This is awesome! Keep up the good work. smile

Re: Shade-C: Deferred Shading [Re: Slin] #255640
03/11/09 16:42
03/11/09 16:42
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
User
BoH_Havoc  Offline OP
User

Joined: Jun 2004
Posts: 655
to your left
Quote:
It looks as if there are some specmaps missing on the soldier?^^


There is a specmap, but it's way too bright. Was too tired to fix it yesterday laugh

Quote:
And how are you going to handle reflections, transparency/refractions and antialiasing? :P


I have an idea about reflections/refractions. No idea if it works, but it's worth a try smile I'll let you know if it works out (You are also working on dedicated deferred shading if i remember correctly? smile )
Transparency and antialiasing are indeed a problem. There only is simple transparency supported at the moment via clip() and i think there won't be anything better in the final version. Antialiasing will be a mixture of edge detect and blur. Not optimal, but better than no antialiasing at all. There is a method to use real AA while using MRTs, but as far as i know, it only works with D3D10.

Quote:
In case you could still have some need for it, here is some nice article to look at ;): http://mtlung.blogspot.com/2009/03/accumulative-screen-space-ambient.html (thanks to mk1 who pointed me to it yesterday ;))


Nice! Thanks for that! smile


Shade-C EVO Lite-C Shader Framework
Re: Shade-C: Deferred Shading [Re: BoH_Havoc] #255651
03/11/09 18:23
03/11/09 18:23
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
I looked a little into deferred shading and it worked very well, but I´ve got other projects to work on at the moment and thus I didn´t invest more than a weekend into it.

The _bmap feature does now btw also work with render targets, this could may help a little in case you haven´t seen it yet...

I think you´ve seen the gpu gems article in your collection about the deferred shading in stalker?^^ They are using forward rendering for reflection and refraction... I tried that once as well and it works wuite well, but any deferred way would of course be much nicer wink

I am looking forward to more smile

Re: Shade-C: Deferred Shading [Re: Slin] #255755
03/12/09 11:45
03/12/09 11:45
Joined: Mar 2009
Posts: 40
MokyjeBrute Offline
Newbie
MokyjeBrute  Offline
Newbie

Joined: Mar 2009
Posts: 40
@cowabanga: do you always just use some small comment? i mean look at that! it's the brave and you do not but you can't code!

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