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Re: What are you working on? [Re: Rackscha] #404718
07/13/12 11:21
07/13/12 11:21
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Rackscha@ thank you, but I didn't write anything about your shader. BTW it looks totally awesome man! laugh


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Re: What are you working on? [Re: 3run] #404719
07/13/12 12:39
07/13/12 12:39
Joined: Feb 2010
Posts: 320
TANA/Madagascar
3dgs_snake Offline
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3dgs_snake  Offline
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Joined: Feb 2010
Posts: 320
TANA/Madagascar
Hi,

@3run Sorry, I didn't ignore your message but I'm still busy on the Vehicle integration wink . Vehicle is quite different from prior versions so I still need to integrate some new APIs while keeping it easy for GS users.

I'll dig a little deeper on the destruction, after solving the problem on Vehicle integration (Soon).

Best regards.

Re: What are you working on? [Re: 3dgs_snake] #404720
07/13/12 13:19
07/13/12 13:19
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
@3Run: no this reffered to your problem with kartoffels paradox demo


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Re: What are you working on? [Re: Rackscha] #404721
07/13/12 15:12
07/13/12 15:12
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Rackscha@ I got it now laugh Thank you for information laugh
3dgs_snake@ Great to hear mate! I can't wait for it! laugh


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Re: What are you working on? [Re: 3run] #404729
07/13/12 19:54
07/13/12 19:54
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Yesterday i added a portalrenderer ontop of my cutoutshader.

The blue point on the portal is for debugging and marks the closest point on the portal to the camera.

Why do i need the closest distance?
We all know, if a portalcam moves backwards(as we do), it might pass a wall behind it and the obstacle is rendered. But we dont want it. SO i adjust the clip_near value of the portalcam at runtime to allow a freelook at my target.

see? The block is placed directly behind my portalcam, but the block is cutout by the clip_near value when moving backwards.

Sadly, it still has a flaw when the distance is too big and we rotate the cam. To much will be clipped away, because of the frustrums pyramidshape frown

Need to fix it somwhow

edit, the problem:
from far away

a slight turn to the left


Last edited by Rackscha; 07/13/12 20:03.

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Re: What are you working on? [Re: Rackscha] #404745
07/14/12 15:10
07/14/12 15:10
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Joined: Dec 2008
Posts: 1,218
Germany
Havent fixed the viewclippingproblem yet, but tried object transition.
Using an action which creates a clone from its parent and moves relative to the portal, it went fine.

http://www.youtube.com/watch?v=41GB3JQFqLE&feature=youtu.be

kollsition decision between portal and wall is a different thing :|


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Re: What are you working on? [Re: Rackscha] #404746
07/14/12 15:31
07/14/12 15:31
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Posts: 2,210
Bavaria, Germany
nice!

but it seems like the portal-view's position / angle / arc / resolution is slightly wrong


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Re: What are you working on? [Re: Kartoffel] #404747
07/14/12 15:53
07/14/12 15:53
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
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Rackscha  Offline
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Posts: 1,218
Germany
No the resolution is equal to the screen.
The portal is a bit smaller then the tunnel its placed in, thats why it doesnt closeup with the wall/corner


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Re: What are you working on? [Re: Rackscha] #404762
07/14/12 20:51
07/14/12 20:51
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Caucasus
edit: double post cause of internet connection...

Last edited by 3run; 07/14/12 20:54.

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Re: What are you working on? [Re: 3run] #404763
07/14/12 20:53
07/14/12 20:53
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
I runned demo with portal on my new PC (on which I've finished alot of games, such as battlefield 3 on high settings) and I got about 30 fps and jerking movement, but portal itself is awesome. Long time ago, I had an idea of how to do the same, but without shaders, maybe I'll give it a try. Anyway, is that portal shader so 'havy'?


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