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I'm out of date on full-screen shaders...
#301014
12/07/09 18:50
12/07/09 18:50
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
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Posts: 681
Massachusetts, USA
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Hey all, I'm trying to get back onto the full screen shader wagon. (A new way of handling full screen shaders may have passed me by since I looked last -- I've tried a few searches ( ex.), but I came up empty.) Here are my parameters: - We're using a screen-aligned quad - Last time we did that (in Wonderful), ALT-TAB crashed the game - Technique that'll work at multiple resolutions - We're using C-Script Any advice? Thank you!
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Re: I'm out of date on full-screen shaders...
[Re: Ichiro]
#301032
12/07/09 21:35
12/07/09 21:35
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Joined: Jan 2007
Posts: 2,247 Deutsch Niedersachsen
Puppeteer
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It might be time to switch to lite-c... i too refused to do that for a long time but it's really worth the script conversion. And converting c-script scripts to lite-c is really really easy. mostly you have to change some stuff to capital letters and thats pretty much it... I don't how big your script collection actually is but i think you can pull it of in one week. It's really worth it
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Re: I'm out of date on full-screen shaders...
[Re: Ichiro]
#301041
12/07/09 22:23
12/07/09 22:23
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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I don't know if this works in C-Script, but with Lite-C you don't need screen-aligned quads. You can actually post-process a screen very easily (look up PROCESS_TARGET), and the shader is given useful parameters such as the size of a pixel.
You can also very easily link stages together this way. Look up "stage" in the manual. You'll like what you see. The shader workshop also has a couple of really good examples of its usefulness.
BTW, in Aaaaaetc (I was playing it yesterday, and thoroughly enjoying it!), I still get a small floating quad during some of the videos that floats a distance in front of the screen with black edges -- it looks very much like it is meant to be a screen-aligned quad, but is too far forward.
Jibb
PS: If you really can't move on from C-Script, and if you haven't done so already you could set up your pp-shader to texture the screen-aligned quad in view-space, instead of using its texture co-ordinates. That way, the quad doesn't have to be perfectly aligned with the screen, as long as it covers it completely.
Formerly known as JulzMighty. I made KarBOOM!
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Re: I'm out of date on full-screen shaders...
[Re: Ganderoleg]
#301055
12/08/09 00:22
12/08/09 00:22
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
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Aha! Thank you both. > BTW, in Aaaaaetc (I was playing it yesterday, and thoroughly enjoying it!), I still get a small floating quad during some of the videos that floats a distance in front of the screen with black edges -- it looks very much like it is meant to be a screen-aligned quad, but is too far forward. Yeah; we actually changed camera.arc, and accidentally left a view entity in there. Alas. > If you want to keep C-Script code and still use Lite-C stages you can easily combine those two. I'm using both in my game for the very same reason. That sounds like it's just what I need! It this just a matter of creating a Lite-C script, and include<>ing it my C-Script file? I've done a few searches for such with the handy-dandy A7oogle utility, but wasn't able to turn anything up on combining the two. Thanks!
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Re: I'm out of date on full-screen shaders...
[Re: lostclimate]
#301060
12/08/09 01:13
12/08/09 01:13
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Joined: Oct 2006
Posts: 470 Balkan
Ganderoleg
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Posts: 470
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Yes that's about all you have to do My main C-Script has... include <PPE_Start.c>;...and in PPE_Start.c I have... #define PRAGMA_PATH "shade-c" //if you use Shade-C #include <acknex.h> #include <default.c> #include "mtlView.c" #include "sc_core.c"; //if you use Shade-C ...because I also use Shade-C HDR. Now you can use and chain stages... camera.stage = viewBleach; viewBleach.stage = viewDesat; viewDesat.stage = viewColor; //viewBleach,Desat&Color are my own views- i can't remember the original GS PPE view names ...or/also Shade-C... sc_setup();...that's all. Btw: If you want antialiasing you will have to use ChrisB fullscreen antialiasing plugin... http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=263055#Post263055...because d3d_antialias will now be totally useless Btw Btw:I forgot very, very important thing In PPE_Start.c you need a startup function because your function main is in C-Script and Lite-C can't see actions assigned in WED or C-Script. So you need... void ppe_startup() ...and everything works out.
Last edited by Ganderoleg; 12/08/09 02:18.
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Re: I'm out of date on full-screen shaders...
[Re: Ganderoleg]
#301065
12/08/09 05:44
12/08/09 05:44
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Joined: Mar 2006
Posts: 3,538
WA, Australia
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me and julz are both looking for work most of the time Indeed we are! I'm unavailable for the next few weeks as I move to Canada (I'm just about to pack up this computer now), but in future I'd be very keen to work on a Dejobaan Game! Jibb
Formerly known as JulzMighty. I made KarBOOM!
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Re: I'm out of date on full-screen shaders...
[Re: JibbSmart]
#301169
12/08/09 18:40
12/08/09 18:40
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Joined: Aug 2002
Posts: 681 Massachusetts, USA
Ichiro
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LC/JM> me and julz are both looking for work most of the time Thanks for the heads-up; we're set for now, but I'll let you know if/when we're looking. Only one out of the 3 programmers we have knows how to use C-Script. Oy. GOleg> Yes that's about all you have to do Thank you! It's doing some really weird things (exiting on ESC?), but I think it actually means things are starting to work! Woo!
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