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Re: Shade-C v0.91 | fast shadows [Re: Schmerzmittel] #281830
07/28/09 21:17
07/28/09 21:17
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
i think it was a dumb idea for them to enable vsync in fullscreen by default... its restricting and i dont see why it would be hard to implement a simple switch such as:

var vsnyc=0; //0=off,1=on

Re: Shade-C v0.91 | fast shadows [Re: darkinferno] #281835
07/28/09 21:33
07/28/09 21:33
Joined: Aug 2005
Posts: 512
Bayern
Schmerzmittel Offline
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Schmerzmittel  Offline
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Bayern
Oh..thas for JCL. BTW, 90% of the games out there use that. You can activate VSINC or not.

Hope that come in one fo the next update.


A7 Com V7.80
Re: Shade-C v0.91 | fast shadows [Re: Schmerzmittel] #282050
07/30/09 03:32
07/30/09 03:32
Joined: Jun 2009
Posts: 12
D
DanielTruong Offline
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DanielTruong  Offline
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Joined: Jun 2009
Posts: 12
A Stupid Question :
Do we have the Shade-C in C-Scrip ???
I need the Light-Ray effect in C-Scrip...!

would Anyone do it ? or show me how to convert it to WDL ???

thanks !

Re: Shade-C v0.91 | fast shadows [Re: DanielTruong] #282342
07/31/09 11:44
07/31/09 11:44
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Alright, back from vacation smile
Had an idea for fast point light based global illumination while taking a nap at the beach. I'm really curious if it will work out (it does work perfectly in theory...but that doesn't say anything grin )


There have been numerous reports of shade-c not working correctly with intense-x (all-in-one shader always fully lit, some post processing effects not working, etc), so please try CD_saber's solution and let me know if it works.
I will then make changes to the upcoming version of shade-c so it will work right from the start without the user rewriting parts of intense-x or shade-c.

Quote:

@Andreas C:

The easiest way to get ShadeC to work with IntenseX is to

1) deactivate IntenseX's "Display"-Script (if causes problems with ShadeC
2) rename the Skill99 (or skill100, iam not sure, just search for one of them) into Skill90, because IntenseX also uses this skill, so it conflicts with it.

Cheers, CD_SABER


@Schmerzmittel: Yes, testlevel will be "in shade-c" or lite-c if that's what you wanted to know wink It will make full use of the version im currently working on.

Quote:
A Stupid Question :
Do we have the Shade-C in C-Scrip ???
I need the Light-Ray effect in C-Scrip...!


Shade-C does not and never will work with C-Script. You have to use lite-c if you want to fully use shade-c. If you only want to use object-based shaders, then these will also work in C-Script. God-Rays will not work in C-Script however. Maybe check out the other thread over in "shaders", there's a god-ray shader over there that might work in C-Script.


Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 | fast shadows [Re: BoH_Havoc] #282458
08/01/09 10:38
08/01/09 10:38
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Posts: 1,816
at my pc (duh)
question, how would i get shadows to show on a model that already has your terrain shader applied? i cant apply two effects to it?

Re: Shade-C v0.91 | fast shadows [Re: darkinferno] #282500
08/01/09 15:00
08/01/09 15:00
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
also.. it seems sprites are casting shadows, is there an option to turn this off? works well for trees and such but horibble for explosions and such

Re: Shade-C v0.91 | fast shadows [Re: darkinferno] #282502
08/01/09 15:15
08/01/09 15:15
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Quote:
question, how would i get shadows to show on a model that already has your terrain shader applied? i cant apply two effects to it?


Wait for the next release, you will be able to use any shader with shadows then. I plan to release the next version during august.

Short status update: The global illumination thingy is working kinda nice, but of course is far from perfect (massive fps drop).
For now, i dropped it and am now rewriting parts of the depthmap shader instead to create a hybrid renderer for shadows (deferred rendering <-> forward rendering). Shadows, ssao, ssgi and MAYBE lighting will be rendered by deferred rendering, all other shaders remain the same. The new deferred rendering will not use any floating point textures but encoded textures instead. So don't worry: If shade-c currently runs on your PC, it will also run on your PC after the hybrid renderer has been implemented.

I'm really looking forward to finishing this, as it will drastically reduce draw calls and polygons rendered per frame. So in theory this should give a nice performance boost when it comes to shadows. Now let's hope it actually works out smile


to-do list for august:
- finish frustrum culling for point light shadows
- implement deferred renderer which uses encoded textures instead of floating point textures, so it runs on a wide range of hardware
- move shadowmapping from forward renderer to deferred renderer
- update/create new examples
- update manual
- if there is time left: add support for local volumetric lights and fake global illumination

[edit]
Quote:
also.. it seems sprites are casting shadows, is there an option to turn this off? works well for trees and such but horibble for explosions and such


You are right. I will add an option for that.

Last edited by BoH_Havoc; 08/01/09 15:16.

Shade-C EVO Lite-C Shader Framework
Re: Shade-C v0.91 | fast shadows [Re: BoH_Havoc] #285877
08/20/09 23:49
08/20/09 23:49
Joined: Mar 2009
Posts: 146
USA
P
paracharlie Offline
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paracharlie  Offline
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Joined: Mar 2009
Posts: 146
USA
Can someone explain to me what a water depth map is? Is it like a blendmap?


A8 Commercial
Re: Shade-C v0.91 | fast shadows [Re: paracharlie] #286234
08/24/09 04:15
08/24/09 04:15
Joined: Mar 2009
Posts: 146
USA
P
paracharlie Offline
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paracharlie  Offline
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Joined: Mar 2009
Posts: 146
USA
sleep


A8 Commercial
Re: Shade-C v0.91 | fast shadows [Re: paracharlie] #286275
08/24/09 11:39
08/24/09 11:39
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline OP
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BoH_Havoc  Offline OP
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Joined: Jun 2004
Posts: 655
to your left
Hi,
sorry for the late answer, i'm really busy these days. wink

A waterdepthmap is similar to a terrain heightmap. The only difference is, that a waterdepthmap contains the waterdepth instead of the terrainheight. wink


Shade-C EVO Lite-C Shader Framework
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