Post Your Irrlicht Screenshots / Render Here.
Re: Post Your Irrlicht Screenshots / Render Here.
http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf
Tangentless normal mapping. No I don't want to preprocess my meshes nor upload unneeded tangents.
Before - after:
Tangentless normal mapping. No I don't want to preprocess my meshes nor upload unneeded tangents.
Before - after:
Re: Post Your Irrlicht Screenshots / Render Here.
are you generating the tengents on the fly?
I was using techic for normal maping w/o tengents befor i switched to the FVF svn
I was using techic for normal maping w/o tengents befor i switched to the FVF svn
Re: Post Your Irrlicht Screenshots / Render Here.
the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way
Useful for offline editors though
hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
Useful for offline editors though
hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
Re: Post Your Irrlicht Screenshots / Render Here.
No, and that's the point. There are no tangents. Do read the paperGranyte wrote:are you generating the tengents on the fly?
It works in screen space, per-triangle.
It's likely slower than object-space normal-mapping, but as tangent-space needs a few calculations too, the speed difference to tangent space normals may not be big. CBA to set up traditional tangent-space mapping to comparefmx wrote:the article doesn't even mention speed and framerates, so my guess is that it must be MUCH slower than uploading tangents to do normal-mapping the traditional way
Useful for offline editors though
hendu you should add some specular lighting to your shots because they amplify the effect of normal mapping
Also, as the paper mentions, it was used in Uncharted 2.
Even if it's a little slower than tangent space, it has less limitations (texture _can_ be mirrored/replicated over a mesh), doesn't require uploading unnecessary tangents (less VRAM use, faster uploads), doesn't require mesh pre-processing (all is handled at runtime, via the texture).
In general this class of algorithms is much superior. Anything works, all without preprocessing. Just like screen-space SSAO > pre-calculated SSAO.
Re: Post Your Irrlicht Screenshots / Render Here.
What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?
Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?
Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?
Re: Post Your Irrlicht Screenshots / Render Here.
I use GL dFdx, dFdy, which correspond to ddx and ddy. The HLSL _fine versions require DX11 cards, but the normal versions and so the GL equivalents should work on anything GL2 (~DX 9.0c).What's the limitaton? I know I was trying to do something similar, but shaders only give you information for the current vertex/pixel. ddx_fine/ddy_fine look like functions that allow the GPU to provide the missing information, but where are they available?
No such limit, use all shaders you want.Also, does the technique in the paper require you *not* to use vertex shaders? That is, will it only work if there isn't a vertex shader?
Re: Post Your Irrlicht Screenshots / Render Here.
Testing it with text (normalmapped text, yay!)
Re: Post Your Irrlicht Screenshots / Render Here.
I improved the quality a bit. On the speed, with 640x480 all covered I get 300fps - keep in mind this is with tearing prevention, so the full speed would be even higher. Can't complain.
Re: Post Your Irrlicht Screenshots / Render Here.
I cant argue with you on that one, good stuff
thanks for sharing as usual
thanks for sharing as usual
Re: Post Your Irrlicht Screenshots / Render Here.
Atmospheric scattering (sky color, sun) from ShaderX2.
I'll need to compare this with the ATMOsphere from here once I add luna and stars.
I'll need to compare this with the ATMOsphere from here once I add luna and stars.
Re: Post Your Irrlicht Screenshots / Render Here.
preatty nice colors you have there is this algorythm capable of extra atmospheric effect?
Re: Post Your Irrlicht Screenshots / Render Here.
What do you mean by extra effects?
Re: Post Your Irrlicht Screenshots / Render Here.
i mean like the atmosphere seen from the outside but i guess it can't you didn't think about it
Re: Post Your Irrlicht Screenshots / Render Here.
Ah, no, it doesn't do that. It's very optimized for the sky as seen from the planet surface, basically making it do scattering from the outside too would mean picking a different algo.
Re: Post Your Irrlicht Screenshots / Render Here.
alright that's what i was wondering the one i implemented can do both but i can't get it to output a nice sunset color sky