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shadmar

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Everything posted by shadmar

  1. Probably not webgl on this, but he does a lot of webgl stuff which is pretty interesting.
  2. Take a look what this guy is doing in webgl using opengl4 tesselation and some scripts. Full sources and glsl shaders and explainations are available. http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/ He uses a terrain generator for this aswell : http://lithosphere.codeflow.org/
  3. It's so cool that you are doing this.. always wanted to try this myself
  4. I think this was done on the release day of 3.0. (about a year ago) Simple raycast to see if from camara, Camera:Pick() on character. If false, switch to a material with no depthtest.
  5. I tried dual paraboloid env reflection, it reflects in realtime but it looks wierd and streched.
  6. The watermesh have to be a child under camera. Camera script searches for it's child water if not found it will be nil. App.water = self.entity:FindChild("WaterMesh") However, I will soon upload a new more userfriendly version for the current beta which has a more real underwater effect and is FPSPlayer friendly.
  7. You can also in App.lua just make a table for "global" storage which is usable by all other scripts. Inn App.lua Start() self.data = {} Then in object scripts you can read and write to this table, and just use the the entity as index. -- write some data about the local entity. App.data[self.entity] = somedata -- get some data on another entity local value = App.data[entity]
  8. I believe there is support in Newton3 for cloth physics, but not used in LE yet.
  9. While devs are pretty occupied with the kickstarter for Linux and C++ supported release, I think only the framework for postprocessing and stacking will be released initially, bit no dates yet as far as I know.
  10. Yeah you can do that in lua, no need to make any special shader. Just load textures 1-20 or whatever number of frames you have in a table in script:start Then change texture every frame using something like this in update() i=i+Time:GetSpeed() if i>20 then i=1 end material:SetTexture(tableoftextures[math.floor(i)])
  11. Maybe I'm just crazy but I'm doing shaders for Micheal_J's game http://roguesystemsim.com and if I import his FBX files normally, I can't seem to get second UV channel to texture scroll, not matter what I do it scrolls in both U and V even if I just need to scroll U. If I re-export the FBX as GMF through UU3D it all works okay. ECS_busAlevel3.FBX - original fbx exported from MAX 2 uv channels ==> Seems to scroll UV -> Bug? ECS_busAlevel3_UU3D_TO_GMF.mdl -> same one but re-exported as gmf 2 uv channels ==> scrolls U ->OK Full test project attached with shaders. I dont understand what is happening.
  12. Its an engine uniform. So it always updated by the engine. No need to set it.
  13. Yes add to uniforms uniform float currenttime; Then change //Modulate blend with diffuse map outcolor *= texture(texture0,ex_texcoords0); to something like : //Modulate blend with diffuse map outcolor *= texture(texture0,ex_texcoords0+currenttime/1000); texture will then scroll slowly in U and V if not clamped.
  14. it should be named skinning shader instead of animated, it's for boned animation.
  15. Are these only valve characters you can mod in Fuse? http://www.mixamo.com/c/legal_fuse
  16. Crepuscular rays or "god rays" as a post process shader. (which isn't yet possible)
  17. Lightsource missing?, if not try recalculating the normals in the model editor.
  18. More something like : (I can do shading, but how to generate the continus mesh of a moving object)
  19. Trails would be great, requires some kind of continious trainglestrip.
  20. $ cat /tmp/opengl4.txt $ Supported
  21. From https://developer.nvidia.com/opengl-driver: 7) What NVIDIA hardware will support OpenGL 4? The new features in OpenGL 4 require a Fermi GPU. Thus OpenGL 4 is not supported on NV3x, NV4x, G7x, G8x nor GT2xx hardware. This means you need one of the following NVIDIA graphics accelerators to use OpenGL 4: Quadro series: K6000, K5000, K4000, K2000D, K2000, K600, 6000, 600, 5000, 410, 4000, 400, 2000D, 2000 GeForce 700 series:GTX TITAN, GTX 780, GTX 770, GTX 760 GeForce 600 series:GTX 690, GTX 680, GTX 670, GT 645, GT 640, GT 630, GT 620, GT 610, 605 GeForce 500 series:GTX 590, GTX 580, GTX 570, GTX 560 Ti, GTX 560 SE, GTX 560, GTX 555, GTX 550 Ti, GT 545, GT 530, GT 520, 510 GeForce 400 series:GTX 480, GTX 470, GTX 465, GTX 460 v2, GTX 460 SE v2, GTX 460 SE, GTX 460, GTS 450, GT 440, GT 430, GT 420, 405
  22. Double click a material, choose shader tab, click the pencil. You can now edit shader and see the result on the material instantly.
  23. For learning GLSL the simplest method is start by modding a pixel shader (in my experience). Like : Add color by multiplying outcolor by a vec4(r,g,b,a) Blend a texture by multiplying outcolor by texture(textureX, ex_texcoords0) Offset uv by adding to ex_texcoords0.xy What happens if you add or mulitply stuff etc.. Start easy and see what you can do on existing shaders, then move on to vertex shaders, postprocess shaders. If you look at the recent glowmap shaders, and diff them to the original ones you will see one line is added and one line is changed. 1. texture sampler for texture5 is declared 2. emissive out channel reads texture with UV coordinates ex_texture0 Sending stuff to a shader is usually a one way ticket, you can't get anything back to the application. What I find most annoying with shaders are all the different spaces you can calclulate stuff in, like screen, object, light, world, viewprojection etc. If you look around the web, they usually calls them different things in examples etc. Uniforms and attributes names are input to the shader from the application, thats usually why you cant just copy/paste glsl shaders from other engines or examples without translating them.
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