Icare Posted July 3, 2010 Share Posted July 3, 2010 Hi, Yes, me again , I'm looking at every feature of my new 3D engine But Like my other post, may be a bug or not : HDR => OK DOF => OK Only if I create a new camera, I don't use the camera who come from the framework HDR + DOF => OK Only if I create a new camera, I don't use the camera who come from the framework skybox only => OK Only if I use the camera who come from FrameWork HDR + skybox => not ok, I don't see the HDR HDR + DOF + skybox => not ok, because I must use a new camera to see the DOF and with a new camera I don't see the skybox If someone have a complete exemple it will be good My scene with out HDR HDR set to TRUE HDR set to TRUE + Skybox => :-( non HDR DOF set to TRUE + Skybox with a new camera => I dont't see my sky DOF set to TRUE + Skybox with framework camera=> I dont't the DOF Quote Link to comment Share on other sites More sharing options...
Guest Red Ocktober Posted July 4, 2010 Share Posted July 4, 2010 i think you may have hit upon somethinbg here... i'm getting similar results... in 2.26 i can see dof effects with the default fw renderer and cam with the following code... fw.renderer.SetFarDOF 1 fw.renderer.SetNearDOFStrength 1 fw.renderer.SetFarDOFRange Vec2(0,50) the same code doesn't seem to work with 2.31 or higher... no crashing... just no DOF effects... btw... the brick and the moss and brick filling textures come across verrrry nicely... --Mike Quote Link to comment Share on other sites More sharing options...
Icare Posted July 4, 2010 Author Share Posted July 4, 2010 Thank but The textures aren'tmine, but come from Filax of Blitz3Dfr I am testing in the editor, and it's even more strange, I have the DOF and the skybox, but no HDR ... .... Nicolas Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 4, 2010 Share Posted July 4, 2010 DOF used to be an issue in 2.31 and was listed in the bug tracker. It has been fixed and works now in 2.32. EDIT: When you say no HDR, what are you meaning? Perhaps the HDR that you are expecting may be the problem. HDR in LE is a subtle effect that really is only noticeable when you have contrasting bright and darkened areas. The only time that I ever really notice a difference with HDR is when I have bloom on. Also, you need to add your computer spec's to your signature. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Icare Posted July 4, 2010 Author Share Posted July 4, 2010 I don't say it doesn't work, I say I can't make a skybox and DOF work with the Framework. It's either one or the other, look at my screen capture. Ditto for the HDR, if there is a skybox that doesn't work anymore, if I remove the skybox there is a visible difference between HDR and not HDR ... look at my screen capture May be, there is a little bug with the framework, or can you post a complete exemple of DOF + SKYBOX in blitzmax made with the framework Nicolas Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 4, 2010 Share Posted July 4, 2010 there's no bug that i can see... here is an example that allows you to set AA, bloom, godrays, ssao, hdr, wireframe, and dof. you also need the lua-gluefunctions.bmx to be able to incorporate the lua objects (environment_atmosphere, lights, etc..) from the sbx scene. and this is just a small example that sets the skybox and DOF: Framework leadwerks.engine Import "c:\program files\leadwerks engine sdk\bmx\framework\framework.bmx" GCSetMode(2) AppTitle:String = "SkyBox and DOF" RegisterAbstractPath ("c:\program files\leadwerks engine sdk") Graphics(800, 600) Global fw:TFramework = CreateFramework() If Not fw RuntimeError "Failed to initialize engine." PositionEntity(fw.Main.camera, Vec3(.5, 0, - 2), 1) SetSkyBox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat")) SetBackgroundColor(Vec4(1, 1, 1, 1)) SetFarDOF(1) SetFarDOFStrength(1) SetFarDOFRange(1.5, 5) Global light:TLight = CreateDirectionalLight() RotateEntity(light, Vec3(45, 45, 0)) Global mat:TMaterial = LoadMaterial("abstract::cobblestones.mat") Global cube1:TMesh = CreateCube() PaintEntity(cube1, mat) Global cube2:TMesh = CreateCube() PaintEntity(cube2, mat) PositionEntity(cube2, Vec3(1.5, .5, 2), 1) HideMouse() fw.SetStats(1) Repeat If KeyHit(KEY_ESCAPE) Exit If AppTerminate() Exit TurnEntity(cube1, Vec3(.15, .15, 0)) TurnEntity(cube2, Vec3(-.15, 0, -.15)) fw.Update() fw.Render() Flip(0) Forever fw.renderer.gbuffer = Null GCCollect() ShowMouse() End Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Icare Posted July 4, 2010 Author Share Posted July 4, 2010 Thank a lot macklebee, every thing is working now ! I can explain why I have some bug in my test, I set a setting like this SetFarDOFRange(200,500) (too large to be seen with my scene), I created a new camera and I saw my DOF. Necessarily when I have my skybox, I used the camera of the framework (which is normal), but the range of DOF was too large to be seen. Now we know that with a camera set up in parallel to those of the framework we see the DOF even if it is out of range. Nicolas Quote Link to comment Share on other sites More sharing options...
macklebee Posted July 4, 2010 Share Posted July 4, 2010 glad to hear it. for future reference, look at the framework examples in the wiki Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
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