AdamStrange

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Viewing 15 posts - 196 through 210 (of 648 total)
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  • in reply to: Rameses3d Lighting test #9591

    AdamStrange
    Participant

    And here is the final version:

    complete with shader ‘fast blur’ and multi-textures

    in reply to: Rameses3d Lighting test #9575

    AdamStrange
    Participant

    and here with multiple colored lights and invisible shadow casters

    work is needed to smooth the result a bit, but it looks like it works (getting the different lighting colors wasn’t as simple as I initially thought though)

    there are 4 lights each shadow casting in color. You can see multiple shadows being handled by looking left from the light to the first hidden caster

    and here with better color correction:

    in reply to: Rameses3d Lighting test #9574

    AdamStrange
    Participant

    Here’s the very first initial single light with 2d shadow caster

    in reply to: Mark: Texture shader problem ;( #9572

    AdamStrange
    Participant

    OK. Heres the result i was looking for:

    this is NOT a traditional shadow caster. is is operating in 2d and then being combined in 3d taking the 2d dimensions.

    it should be able to handle many (well around 50-150) point lights without affecting fps. I will need to do trials now

    the FPS is a rock solid 60 – not 6 (the 0 got clipped)!

    in reply to: Mark: Texture shader problem ;( #9571

    AdamStrange
    Participant

    Brilliant… After a bit of tweaking and working out where best to put things it worked – 2 textures YAY 🙂

     

    Small question about the Texture class.

    How would I copy an Image into a Texture?

    I would like to have one of the Textures updated regularly with the contentment from an Image

    i’m currently using:

     

    _image.GetTexture(0).ValidateGLTexture()

     

    is this correct?

    in reply to: Mark: Texture shader problem ;( #9569

    AdamStrange
    Participant

    thanks Mark. I’m looking into the code snippet above and will report

    in reply to: Rameses3d Lighting test #9547

    AdamStrange
    Participant

    thanks, I’m looking into adding multiple shadows. it’s early days yet.

    in reply to: RogueTable #9516

    AdamStrange
    Participant

    working on the tile system at the moment. Just got the base 4×4 finalised and the new data structure that correctly rotates the objects, allows for tiles to be rotated and scaled independantly:

    provision for up to 4 main objects per tile

    I need to think about dressing next – adds some nice extra stuff…

    in reply to: RogueTable #9504

    AdamStrange
    Participant

    I’m going to write a quick timeline controls so I can add scripted events and movement properly, next…

    in reply to: RogueTable #9502

    AdamStrange
    Participant

    and finally with a better look

    in reply to: Rameses3d Lighting test #9486

    AdamStrange
    Participant

    and now…

    I think TableRogue is a possible name?

    in reply to: Rameses3d Lighting test #9482

    AdamStrange
    Participant

    thanks. got the textures implemented now:

    in reply to: Rameses3d Lighting test #9471

    AdamStrange
    Participant

    and a new shader

    in reply to: Rameses3d Lighting test #9466

    AdamStrange
    Participant

    a close up with another model

    Red Dwarf in trouble

    The dwarf has no specular, the tentacles each has different specular, different base colours and sizes.

    The purple and green tentacle is the actual model colors

    There are no bitmaps used, just vertex colors

    in reply to: mojo3d – Entury.SetPosition bug #9446

    AdamStrange
    Participant

    erm . no!

    first it crashes/halts a program

    second – Check the code… it’s calling itself.

    It should be setting a Vec3f and then calling SetPosition( Vec3f,bool )

Viewing 15 posts - 196 through 210 (of 648 total)