flachdrache Posted February 5, 2013 Share Posted February 5, 2013 Right - you just get that many workhours from people before it starts to degrade ... that's why "crunchTime" just works for a week or so. anyways, afaik or iirc glsl does not scale with the users hardware just like that - the shader need's to be compiled before execution and to be able to do that the engine needs to agree to a version used. That's not openGL thats shading language 100 (version 1.20.8 or something). If you can override that (by rewriting / implementing another shaderversion) i dont know and only josh might can tell. ps: thats the short and "sick and tired to spell check" version ... hth Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
paramecij Posted February 5, 2013 Share Posted February 5, 2013 I'm writing SM3.0 code in LE2,... but theoretically (not tested) you can do something like this: #extension GL_EXT_gpu_shader4 : enable inside a shader if it's an OpenGL 2.0+ renderer with 1.20 or so shader model (which LE2 is) .. if supported by gfx card and driver of course according to this nvidia doc, you can, but check http://feedback.wild...EXT_gpu_shader4 on the support .. . But I would still check with Josh if this is paramount to you. Quote Link to comment Share on other sites More sharing options...
GameMaker Posted February 10, 2013 Author Share Posted February 10, 2013 Why is answer to my question number 1 ( in the first post ) is "no" ? The documentation here - http://www.leadwerks...ng-terrain-r521 states that I can assign material files starting with a prefix name of _terrain to each of the terrain texture layers. So, what is stopping me from using parallax occlusion shader ( that comes by default within Leadwerks 2.5's material editor ) within my material file and applying it to my desired texture layer ? Please clarify. [/background][/size][/font][/color] No. Yes. Yes. No. Yes. We don't use lightmaps. There's a few things like vegetation that only can be created in the editor. Not really. There's a link to the docs in the site header. I don't understand this. You want the effects set up for you, but you don't? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 10, 2013 Share Posted February 10, 2013 So again please confirm 1. What GLSL versions are supported by Leadwerks 2.5 ? 2. What OpenGL versions are supported by Leadwerks 2.5 ? 2.1 and 1.2, respectively, which is supported by almost everything now. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
GameMaker Posted February 10, 2013 Author Share Posted February 10, 2013 Thank you for the clarification regarding OpenGL and GLSL. So I will have to learn GLSL version 1.2 to use Leadwerks 2.5. Could you please clarify the question asked by me in post number #28 ( the one just before yours ) regarding application of parallax occlusion mapping shader or any other shader that comes by default in material editor to each texture layer of the terrain ? Quote Link to comment Share on other sites More sharing options...
Josh Posted February 11, 2013 Share Posted February 11, 2013 You don't need to learn GLSL to use Leadwerks, unless you are doing custom shaders. It's a rather advanced area of knowledge. We don't support parallax occlusion in the terrain shader. It would require an expensive calculation for each layer, and would be very slow. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
GameMaker Posted February 11, 2013 Author Share Posted February 11, 2013 So apart from normal mapping what else can be used ? Is parallax mapping, bump mapping supported on terrain texture layers ? Quote Link to comment Share on other sites More sharing options...
Admin Posted February 12, 2013 Share Posted February 12, 2013 Nothing else, just normal maps. Quote Link to comment Share on other sites More sharing options...
flachdrache Posted February 12, 2013 Share Posted February 12, 2013 fyi : Its allways better to describe what you like to archive - especially with a bunch of programmers of different backgrounds. Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
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