Ethernaut

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Viewing 15 posts - 91 through 105 (of 288 total)
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  • in reply to: Non stretchy "fill" layout in 3D? #13198

    Ethernaut
    Participant

    Works now!

    From now on, remember to set “camera.View = Self” from the main window for it to work properly.

    Super wide window

    in reply to: Some letterbox 3d #13196

    Ethernaut
    Participant

    This will render stretched…

    in reply to: /Camera Shaders? Or Fullscreen Shaders #13151

    Ethernaut
    Participant

    The GL shading language itself is not that hard, you can learn most of what you need by reading this and doing the exercises directly in the web page: https://thebookofshaders.com

    The difficult part for me was understanding how it connects to Monkey2 and Mojo, and it took a lot of trial an error. That’s why I put together those examples, so that people trying the same would find it easier.

    However, those are all 2D. I still haven’t successfully made a 3D material with its own shader, although I haven’t tried recently.

    in reply to: Get to Da Choppa! #13135

    Ethernaut
    Participant

    Yay, looks great! 😀
    Oh no, Windows only! 😮

    Will check later… booting up Windows will take forever since I haven’t used it in months and it will try to update…

    in reply to: /Camera Shaders? Or Fullscreen Shaders #13133

    Ethernaut
    Participant

    Updated!
    The shader is kinda heavy, though. May not run at 60fps at high resolutions. Dialing the blur samples down speeds things up.

    https://github.com/DoctorWhoof/Mojo-Shader-Tests

    in reply to: /Camera Shaders? Or Fullscreen Shaders #13124

    Ethernaut
    Participant

    This doesn’t directly answer your question, but may help:
    https://github.com/DoctorWhoof/Mojo-Shader-Tests

    To do what you want, just create an image canvas with the associated shader, then draw to that canvas, flush it and draw that image into the “main” canvas.

    If I have time later I can make a little example.
    Cheers!

    in reply to: Mojo3d Spotlights? #12856

    Ethernaut
    Participant

    working on lighting/transparency right now

    Yay!
    🙂

    in reply to: [Mojo3d] World to Screen / TransformVector #12792

    Ethernaut
    Participant

    Oh, and the best way to “inspect” mojo classes, in my opinion, is from within Ted2Go!

    You can go to the “docs” tab, move it to the side dock (yes you can dock it!) and start typing the class you want, with the namespace in it, like “mojo3d.mesh” (capitalization doesn’t seem to matter) and hit enter. Every time you hit enter, a similar result will be shown.

    Hitting F1 twice with the cursor in a keyword also works. Not always, though. Typing the namespace seems more consistent.

    Cheers.

    in reply to: [Mojo3d] World to Screen / TransformVector #12791

    Ethernaut
    Participant

    Actually, you can remove the “If( ( Abs(s0.X) / camera.Viewport.Width ) < 2.0 )And ( ( Abs(s0.Y) / camera.Viewport.Height ) < 2.0 )” lines…

    The only reason I have those is because I use coordinates (0,0) at the center of the screen, not at the corner… you can just remove those checks.

    Here’s how it looks like when you feed that method all the points in a mesh.
    (The render time is usually around a millisecond… I think the screen capture messed it up).

    I never got backface culling working, though. Now that I think about it… how would you do that? Hmmm…
    Cheers!

    in reply to: [Mojo3d] World to Screen / TransformVector #12770

    Ethernaut
    Participant

    I started work on a wireframe renderer a while ago, but never finished it.
    It used “Camera.ProjectToViewPort( Vec3f )” to work. Haven’t tried it in a while, maybe still works…

    in reply to: Events and more events.. #12724

    Ethernaut
    Participant

    I get some occasional stutter when using Intel HD graphics card, and super smooth 60fps when using AMD Radeon card. Both on MacOS, 3 year old laptop. (I use this utility to manually switch cards:https://gfx.io).

    I get the point of doing a “stress test”, but I think any kind of 2D game can be designed to work really well in Monkey2 in modern hardware. Either way, I don’t think there’s much garbage collection going on in your test, if any. I wonder if something like SDL is doing anything under the hood that could cause the occasional stutter.

    in reply to: Got it to work :) #12698

    Ethernaut
    Participant

    Can you post an example that’s not smooth on Monkey2 on your hardware?

    Everything I test in 2D runs super smooth here (and I’m really picky about this sort of stuff) even on a laptop with crappy Intel HD graphics and MacOS High Sierra.

    Cheers.

    in reply to: Houdini to Mojo3D pipeline #12690

    Ethernaut
    Participant

    I’d love to be able to simply use GLTF for the entire scene, actually! It seems to allow custom extensions, so I could shove some custom data in there when needed. But writing my own GLTF exporter seems like a lot of work…

    Maybe later 😛

    P.S. Can you reference other GLTF files from inside a GLTF file? (to reference external models into a scene)

    in reply to: Houdini to Mojo3D pipeline #12683

    Ethernaut
    Participant

    Custom node with PbrMaterial editing in Houdini is on!

    Now I need to get those exported to Mojo3D materials…

    in reply to: Would this help make a unlit shader? #12663

    Ethernaut
    Participant

    You can get an unlit look with the PbrShader by:

    – Turning off the EnvTexture (i.e. “_scene.EnvColor = Color.Black”, this will create a black texture for the environment )

    – Setting the ambient light to Color.White (“_scene.AmbientLight = Color.White”)

    – Making sure the material has 0 Metalness and 1.0 roughness, if you want no specular hilights.

    – Don’t add any lights.

    This will look like an unlit shader, but it won’t render as fast as one! 😉

Viewing 15 posts - 91 through 105 (of 288 total)