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shadmar

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Everything posted by shadmar

  1. Ah I thought this was a ripoff from http://www.ShareCG.com/pf/full_uploads.php?pf_user_name=yughues but it's same guy I guess.
  2. Parallax shading was available in LE2, but I can't think of one example where any one ever used it. It's expensive to render at you need high quality dot3 maps. If you download one of the terrains in the assets store, they use RGB blandmap for splatting like this.
  3. Just change : outcolor *= texture2D(texture0,ex_texcoords0); to outcolor *= texture2D(texture0,texcoords);
  4. How can I then sample this depth for for a DOF effect using this AddPostEffect() ? I sampled it using this vec4 depth = texture2D(texture1,ex_texcoords0);
  5. Aggros tutorial on classes is quite nice : http://www.leadwerks.com/werkspace/page/tutorials/_/classes-in-c-r32
  6. You can work around using something like this: http://www.leadwerks.com/werkspace/topic/6386-c-finding-entities-in-a-scene/#entry56010
  7. Window frame perhaps. Does look correctly in fullscreen?
  8. shadmar

    LCP 2.0

    I can also chip in if needed somewhere in lua or shaders. Also github for source control is free and using pull requests instead of writing to master directly we shouldn't make the same mistake twice (overwriting code and stuff).
  9. Yeah, we need some more blend modes. http://www.leadwerks.com/werkspace/topic/6864-blend-modes-for-particles/
  10. there is one here : http://www.leadwerks.com/werkspace/files/file/404-le3-treesway-shader/
  11. Ah you're right Should probably post as bug report. which this was..
  12. Specular color defaults to black. Set it white. Annoying yes. But in your pic alpha is 0.
  13. I don't think so, but you could try tuning these: float bloomthreshold = 0.75; float bloompower = 2.0;
  14. shadmar

    LE Larry

    This is also ready for Leadwerks3 : http://www.leadwerks.com/werkspace/files/file/431-zombie-male-01/
  15. ops I forgot, but here it is : Bloom.zip
  16. shadmar

    LE Larry

    LEisure suit Larry :-)
  17. I can send you a working copy whan I get off work.
  18. Camera Range setting in Editor is ignored, in the camera tab there is an option for setting range. But when seems to be ignored.
  19. When using git checking out branches, I always have to close VS2010, git checkout, open VS2010, clean solution, rebuild.
  20. I've tried hacking around this using gl functions glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); But I couldn't make it work, seem like material->SetBlendMode(Blend::Alpha); is the only one it will react to for alpha blending. They can look ok using alphablending if you use : SetSortMode(true); SetDepthTestMode(false); But then again they will render on top of everything, so smoke beind a wall or something wouldn't work. Particles seem almost useless in their current state with limited alpha blending (if I didn't miss something completely?)
  21. I think perhaps we should have some more blend modes. Doing a fire without additative alpha blendmodes like SRC: GL_SRC_ALPHA DST: GL_ONE Isn't possible now I think to achive particle effects like this :
  22. Time is the biggest challenge, so smooth workflow is important
  23. You need a foilage shader that does an alpha test. Try this one Unzip and copy to Shaders/Dynamic Check 2 sided in material file and assign this shader to the leaves material. foilage_shader.zip
  24. If eligble for a fix. I can't sem to fetch depth. texture0 - color --> ok texture1 - all black, but should have been depth. texture2 - blur --> ok.
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