Maybe you want to create a project announcement for this water scenenode/shader in the project announcement forum.
That looks great. It almost looks like real water.
Request on your to do list:
1) update the water color and transparency based on the depth of the water/floor.
Goodluck
Thanh
This is getting annoying
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Re: This is getting annoying
It does look good now, yes.
If I may ask, what was the issue with the matrix math? I'm asking because I'd think the rules I explained in this thread for working with a matrix should have applied to *both* the inverted world matrix *and* the WorldViewProjection matrices you were passing to the shader. Looking back at your post after I explained the matrix stuff I see you mentioned changing the inverted world matrix like how I suggested, although you didn't mention anything about fixing the multiplication for how you get the WorldViewProjection matrix at the same time. I had assumed you tried what I suggested for both, not just for getting the inverted world matrix. If this assumption is wrong, I'm sorry.
Also, If anything I posted about the matrix stuff and what I was suggesting wasn't clear, or was misinterpreted, that's my fault, and I apologize.
So what is the working matrix code that fixed everything?
I'm not trying to be nasty or rub anything in when I ask this, it's just that if the problem all along was really matrix-related, I'm curious to know what the working, fixed result would be, because for OpenGL what I suggested works perfectly (rules applied to *both*, actually, *all* matrix math), but if the rules are different for a DirectX shader I'm wondering what those different rules are and how they are different.
Again, It's my fault if I didn't explain any suggestion clearly, and I'm glad to see you got it working anyways! The result looks very good!
If I may ask, what was the issue with the matrix math? I'm asking because I'd think the rules I explained in this thread for working with a matrix should have applied to *both* the inverted world matrix *and* the WorldViewProjection matrices you were passing to the shader. Looking back at your post after I explained the matrix stuff I see you mentioned changing the inverted world matrix like how I suggested, although you didn't mention anything about fixing the multiplication for how you get the WorldViewProjection matrix at the same time. I had assumed you tried what I suggested for both, not just for getting the inverted world matrix. If this assumption is wrong, I'm sorry.
Also, If anything I posted about the matrix stuff and what I was suggesting wasn't clear, or was misinterpreted, that's my fault, and I apologize.
So what is the working matrix code that fixed everything?
I'm not trying to be nasty or rub anything in when I ask this, it's just that if the problem all along was really matrix-related, I'm curious to know what the working, fixed result would be, because for OpenGL what I suggested works perfectly (rules applied to *both*, actually, *all* matrix math), but if the rules are different for a DirectX shader I'm wondering what those different rules are and how they are different.
Again, It's my fault if I didn't explain any suggestion clearly, and I'm glad to see you got it working anyways! The result looks very good!
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"Destructavator" Dave: Developer of OS GPL VST "ScorchCrafter" Audio Plug-ins, contributer to UFO AI, Day Job: Guitar Luthier (Customize musical instruments, repainting w/ custom artwork, graphics, logos, decals, etc.)
"Destructavator" Dave: Developer of OS GPL VST "ScorchCrafter" Audio Plug-ins, contributer to UFO AI, Day Job: Guitar Luthier (Customize musical instruments, repainting w/ custom artwork, graphics, logos, decals, etc.)
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Re: This is getting annoying
I think your taking it to serious bud. Yeah I forgot what the exact fix was but I set all my other data back to the original and tinkered with the matrices. And I discovered the water being shown all distorted depending on how you rotated the camera. From that point I changed around there orders and I believe I even removed one and got it working. None of the other stuff was wrong though.
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Re: This is getting annoying
When is your water ready? I wanna see it
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Re: This is getting annoying
Yeah I've added transparency to the water. I'm gonna test it in one of my levels and see how it fairs and move forward from there.
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Re: This is getting annoying
Finer Spec "not always better though"
Added transparency. And finer controls over color, and specular lighting and other things.
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Re: This is getting annoying
Hey, nice!
Just one minor issue: If the forum software allows it, I'd suggest you change the title of the thread, to something such as, gosh, perhaps "This is getting real cool-looking" or something?
Just one minor issue: If the forum software allows it, I'd suggest you change the title of the thread, to something such as, gosh, perhaps "This is getting real cool-looking" or something?
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"Destructavator" Dave: Developer of OS GPL VST "ScorchCrafter" Audio Plug-ins, contributer to UFO AI, Day Job: Guitar Luthier (Customize musical instruments, repainting w/ custom artwork, graphics, logos, decals, etc.)
"Destructavator" Dave: Developer of OS GPL VST "ScorchCrafter" Audio Plug-ins, contributer to UFO AI, Day Job: Guitar Luthier (Customize musical instruments, repainting w/ custom artwork, graphics, logos, decals, etc.)
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Re: This is getting annoying
I don't think you can once you post it or a little time after. I'm going to make a project announcement soon. And make a version for opengl.
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Re: This is getting annoying
Beavercreek Halo 2 "Microsoft/ Bungie"
Screenshot for this particular level turns out darker than it's suppose to but o well.