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Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434111
12/12/13 20:12
12/12/13 20:12
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Another problem is DOF in combination with skycube. 1.) the sky get also blurred by DOF shader and 2.) everything that renders in forground of the sky gets a blurry outline (EDIT: only entities with transparency get a blurry outline).


Last edited by oliver2s; 12/14/13 11:06.
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434141
12/14/13 08:40
12/14/13 08:40
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Kartoffel  Offline
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Bavaria, Germany
I really like the option to swich to 16/32bit buffers but somehow everything gets brighter and looses contrast. (maybe there's a problem with the conversion between linear rgb and srgb)

edit:
also: if you don't use any normal compression in the g-buffer you can use best fit normals to improve the quality (worked well for me)

Last edited by Kartoffel; 12/14/13 08:47.

POTATO-MAN saves the day! - Random
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: Kartoffel] #434142
12/14/13 10:33
12/14/13 10:33
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
Originally Posted By: Kartoffel
also: if you don't use any normal compression in the g-buffer you can use best fit normals to improve the quality (worked well for me)


What do you mean exactly?

Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434143
12/14/13 11:03
12/14/13 11:03
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
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Bavaria, Germany
You scale the normal to get the highest possible precision.


POTATO-MAN saves the day! - Random
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: Kartoffel] #434418
12/18/13 09:42
12/18/13 09:42
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
I have a problem with changing settings in combination with forward rendering activated.

These are the basic settings the game starts with:

Code:
c_screen_default.settings.forward.enabled=1;
sc_screen_default.settings.refract.enabled=0;
sc_screen_default.settings.hdr.lensflare.enabled=1;
sc_screen_default.settings.hdr.brightpass=0.75;
sc_screen_default.settings.hdr.intensity=1;
sc_screen_default.settings.hdr.lensflare.brightpass=0.0;
sc_screen_default.settings.hdr.lensflare.intensity=0.5;
sc_screen_default.settings.bitdepth=32;
sc_screen_default.settings.dof.focalPos=0;
sc_screen_default.settings.dof.focalWidth=12000;
sc_screen_default.settings.ssao.radius=30;	
sc_screen_default.settings.ssao.intensity=4;
sc_screen_default.settings.ssao.selfOcclusion=0.0004; //we want a bit of self occlusion... lower values result in even more self occlusion
sc_screen_default.settings.ssao.brightOcclusion=0.25; //low value: ssao will only be visible in shadows and dark areas. high value: ssao will always be visible. Range: 0-1
sc_screen_default.settings.lights.sunPssmSplitWeight=0.7; //high res near splits, low res far splits
sc_screen_default.settings.lights.sunShadowBias=0.001; //set the shadow bias
sc_screen_default.settings.ssao.quality=SC_LOW;
sc_screen_default.settings.ssao.enabled=0;
sc_screen_default.settings.lights.sunShadowRange=5000; 
sc_screen_default.settings.lights.sunShadowResolution=512;

sc_screen_default.settings.hdr.enabled=0; 
sc_screen_default.settings.dof.enabled=0;  		
sc_screen_default.settings.lights.sunShadows=0; 		
sc_screen_default.settings.antialiasing.enabled=0;



Everything works fine:


Then I change the following settings (and call sc_setup() again):
Code:
sc_screen_default.settings.hdr.enabled=1; 
sc_screen_default.settings.dof.enabled=1;  		
sc_screen_default.settings.lights.sunShadows=1; 		
sc_screen_default.settings.antialiasing.enabled=1;



After that I get rendering errors:


If I start the game with the second set of settings there are no rendering errors, just after switching to them after other settings were set before.

Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434422
12/18/13 10:27
12/18/13 10:27
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Mainz
Another issue: if I call sc_destroy() and sc_setup() many times (because of level changes for example), there is a video memory leak. And the more I call sc_destry() and sc_setup() the more the framerate drops.

Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434772
12/26/13 14:46
12/26/13 14:46
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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oliver2s  Offline
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Posts: 3,258
Mainz
Fixed all of the bugs I've posted above. I'v e-mailed BoH_Havoc and asked him, if I can publish a new Shade-C EVO version with the fixes and features I've made.

Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: oliver2s] #434779
12/26/13 18:23
12/26/13 18:23
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Budapest
great news. have you made some speed tests we talked about with large outdoor environments?


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Shade-C EVO: Deferred Transparency (1-Layer) [Re: sivan] #434782
12/26/13 18:41
12/26/13 18:41
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
@oliver, you can fork the main github repo and send pull requests.


3333333333
Shade-C EVO: Fog support + Bug Fixes [Re: Quad] #434787
12/26/13 20:28
12/26/13 20:28
Joined: Aug 2002
Posts: 3,258
Mainz
oliver2s Offline
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Mainz
Thank you for the hint Quad.

Here's the new version v1.1:

https://github.com/oliver2s/ShadeC-EVO

The setup call works a bit different now then before. You have to call sc_setup(mode) within the "mode" parameter. Parameter can be SHADEC_LOW, SHADEC_MEDIUM, SHADEC_HIGH, SHADEC_ULTRA. These predefined modes can be edited in sc_wrapper.c in function sc_get_settings(). As before you have also set sky with sc_sky and destroy Shade-C before level loading with sc_destroy(sc_screen_default).

I've updated the example levels, so you can clearly see how the setup call has to be made.

Code:
changes v1.1
- added simple global vertex fog (uses standard 3DGS fog variables
view.fog_start, view.fog_end, d3d_fogcolor1, etc...)
- rewrote the wrapper functions. After level loading call sc_create(mode) (mode can be SHADEC_LOW, SHADEC_MEDIUM, SHADEC_HIGH, SHADEC_ULTRA), these predefined modes can be edited in sc_wrapper.c in function sc_get_settings().
- fixed memory leaks
- added alpha clipping to PSSM sun shadow
- updated the example levels




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