Pepa

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  • in reply to: SimpleLight : issue with normal/specular textures #6965

    Pepa
    Participant

    @arpie

    Thank you, is sometimes difficult, I have learned with coding, so I think I speech like a robot.

    “works but not” mean that the code is compiled but the result is not that it’s supposed to do. I say something like that in french (“ça marche mais pas”) but even in french, nobody understands me. In my mind, it’s like “x = not x”, but you shoudn’t take it formally. Except mistake I believe that it’s from Michael Abrash but I would not like credit him for a stupid thing. Otherwise, the french langage is too complicated, that rotting our head. The subjects and the adjectives is logic-inversed. But explain that to the french peoples…

    I think that the problem is relied to my hardware. But it’s updated, restarted, monkey2 reinstalled. Like Mark says himself, a size-fixed gbuffer is not elegant, plus I works to much on markovian processes for to investigate more forward and not smart enough to understand the mark’s code in every detail, since I don’t write for opengl, originally. However I believe I understand why Mark have coded in that way. From this problem I have listened a lot, that’s very good for me.

    in reply to: Issue Ted2Go crash #6908

    Pepa
    Participant

    By the way, pretty color scheme.

    I uses a normal azerty keyboard, it’s a Corsair, then it’s not a bizarre problems I think so (not caused by a noname keyboard). What you say means that if I’ll copy/past a char, this should fixed the problem, in a short way…

    From my last Ted2Go’s session, I have replaced all by a from mojo (maybe another utf8-code in my mind) but Ted2Go have crashed directly after the first random next key pressed. I would say, pure win32 crash.

    So, re-run Ted2Go, some fingers movements. And… no crash. Because the bad utf8 isn’t in the undo-sequence anymore, I can add an new argument in my line exemple, well, from my point of view…

    I presume that the problem it’s fixed patched from your suggestion.

    No need to say that’s the undo functionality is amazing.

    in reply to: SimpleLight : issue with normal/specular textures #6904

    Pepa
    Participant

    It’s the same code that I posted as #5989

     

    Namespace myapp
    #Import “<std>”
    #Import “<mojo>”
    #Import “assets/Tile1.png”
    #Import “assets/Tile2.png”
    #Import “assets/Tile3.png”
    #Import “assets/Tile4.png”
    #Import “assets/Tile4_NORMALS.png”
    #Import “assets/Tile4_SPECULAR.png”
    #Import “assets/pointlight_light.png”
    Using std..
    Using mojo..

    Global WSX:Int = 1280
    Global WSY:Int = 720

    Class MyWindow Extends Window
    Field Tile1:Image
    Field Tile2:Image
    Field Tile3:Image
    Field Tile4:Image
    Field light:Image
    Field pos:=New Vec2f

    Method New()
    Super.New(“Test”,WSX,WSY,WindowFlags.Resizable)
    Mouse.PointerVisible = False
    Style.BackgroundColor=Color.Black
    Tile1=Image.Load(“asset::Tile1.png”)
    Tile2=Image.Load(“asset::Tile2.png”)
    Tile3=Image.Load(“asset::Tile3.png”)
    Tile4=Image.LoadBump( “asset::Tile4.png”,”asset::Tile4_NORMALS.png”,”asset::Tile4_SPECULAR.png”,8.5,false )
    light=Image.LoadLight( “asset::pointlight_light.png” )
    light.Handle=New Vec2f( .5,.5 )
    light.Scale=New Vec2f( 5,5 )
    pos=New Vec2f(1,1)
    End

    Method OnUpdate()
    Local spd:int = 2
    If Keyboard.KeyDown( Key.Right )
    pos.x=(pos.x+spd)
    end
    If Keyboard.KeyDown( Key.Left )
    pos.x=(pos.x-spd)
    end
    If Keyboard.KeyDown( Key.Down )
    pos.y=(pos.y+spd)
    End
    If Keyboard.KeyDown( Key.Up )
    pos.y=(pos.y-spd)
    end
    End

    Method OnRender( canvas:Canvas ) Override
    App.RequestRender()
    OnUpdate()
    canvas.TextureFilteringEnabled = false
    For Local y:= 1 Until (480) Step 64
    For Local x:= 1 Until (640) Step 64
    canvas.DrawImage( Tile1,x-(pos.x*1.1),y-(pos.y*1.1))
    Next
    Next
    For Local y:= 1 Until (480) Step 64
    For Local x:= 1 Until (640) Step 64
    canvas.DrawImage( Tile2,x-pos.x*1.3,y-(pos.y*1.3))
    Next
    Next
    For Local y:= 1 Until (480) Step 64
    For Local x:= 1 Until (640) Step 64
    canvas.DrawImage( Tile3,x-pos.x*1.5,y-(pos.y*1.5))
    Next
    Next
    canvas.BeginLighting()
    For Local y:= 1 Until (480) Step 64
    For Local x:= 1 Until (512) Step 64
    canvas.DrawImage( Tile4,x-pos.x*1.7,y-(pos.y*1.7))’,pos.x/10,pos.y/10)
    Next
    Next
    canvas.AddLight(light,Mouse.X,Mouse.Y )
    canvas.EndLighting()
    canvas.Flush()
    End
    End

    Function Main()
    New AppInstance
    New MyWindow
    App.Run()
    End

     

    With :

    Global WSX:Int = 1920
    Global WSY:Int = 1080
    Super.New(“Test”,WSX,WSY,WindowFlags.Fullscreen)

    It’s works.

     

    If I change the buffer’s resolution in mojo and recompile all, that’s works but not.

    in reply to: SimpleLight : issue with normal/specular textures #6897

    Pepa
    Participant

    Finded.

    In Mojo.Canvas :

    Method BeginLighting()
    DebugAssert( Not _lighting,”Already lighting” )
    If _lighting Return

    _lighting=True

    If Not _gbuffers[0]

    Local gbufferSize:=New Vec2i( 1920,1080 )
    Local gbufferScale:=New Vec2f( 1 )/Cast<Vec2f>( gbufferSize )

    _gbuffers[0]=New Texture( gbufferSize.x,gbufferSize.y,PixelFormat.RGBA32,TextureFlags.Dynamic )
    _gbuffers[1]=New Texture( gbufferSize.x,gbufferSize.y,PixelFormat.RGBA32,TextureFlags.Dynamic )

    _uniforms.SetVector( “mx2_GBufferScale”,gbufferScale )
    _uniforms.SetTexture( “mx2_GBuffer0”,_gbuffers[0] )
    _uniforms.SetTexture( “mx2_GBuffer1”,_gbuffers[1] )

    Endif

     

     

    The problem is “Local gbufferSize:=New Vec2i( 1920,1080 )”

     

    If I use 1920×1080 full screen, normal lighting is correctly rendered.

    So, this thing need a hack.

     

    Low resolution such 480×270 is really important to me. But I don’t understand why nobody haven’t reported this issue. Bizarre.

    Mark should take a look at that.

    in reply to: Issue Ted2Go crash #6896

    Pepa
    Participant

    Nothing in a empty project, but not in my project è_é

    in reply to: Issue Ted2Go crash #6895

    Pepa
    Participant

    ASResolution seems to crash immediatly Ted2.

    With :

    Const GBA:= New ASRes(240,160,3,2,”GBA”)’:= HQVGA

    Nothing is happening.

    in reply to: [Solved] Windows – Monkey2 1.1.01 Build Error…? #6131

    Pepa
    Participant

    Edit : nevermind.

    in reply to: SimpleLight : issue with normal/specular textures #5997

    Pepa
    Participant

    Thank you for your interest in regards to my strange problem…

    None of the code/gfx is modified in SimpleLight banana. I prefere works on my exemple now, more elemental, without canvas transformations. See my code. It’s a large problem. Shadow caster tested on the the tile4, it works, no issue. I can continue to verify your code but without you, it can take very long time.

    My driver is updated, I’m on 342.01. But maybe the problem concern DirectX11. According the release notes of 342.xx,

    driver version 197.45 and Windows Vista (with available patch) support DirectX 11. But only NVIDIA graphics cards based on the Fermi architecture released in 2010 support DirectX 11. So your system must have one of these cards installed in order to take advantage of DirectX 11 performance.

    So, I will continues some verifications.

    I have done screenshoots of this problem. It’s a very big jpg, sorry, but you can see better. I give you my gfx too, Tile1/Tile2/Tile3 are other 64×64 png like Tile4.png, but they’re correct because : #1 I have a pro formation so I can match with the production imperatives #2 My issue concern all tests, all bananas who’s uses light functionnality, like Simplelight.

    I’m SURE that the matrix of the light buffer is wrong regarding the canvas, by and large for my hardware. But the render operations works well. The buffers are just not overlapped. This seems to be the same problem I encountered on one of my works a long time ago. The vertex buffer is not adjusted with the canvas. This fact involve malfunctions with the window scale, no matter that the app is fullscreen or in the window mode.

    For the next step, I will install the android’s sdk. Since I’m the only one who’s have this problem, I must continues the tests on the other targets.

    I lurks the community from many years but I know nobodies. I still can not speak better in English since this days. Merry thingmas to all.

    in reply to: SimpleLight : issue with normal/specular textures #5989

    Pepa
    Participant

    I have finded something interesting. When the window is resized, the buffer of diffuse+lightmap is resized. In my exemple, if I maximize the window, then the buffer is close to match, but not, because the top of the window. I use Windows7 with classic mode, but I don’t think this problem is of this fact.

    This is a *simple* light version of my code, and for me, this works but not. When I draw directly or not in the canvas.

    You must knows that the banana SimpleLight works but not too.

Viewing 9 posts - 1 through 9 (of 9 total)