If Anaconda's card is ATI I'll try my ATI X1800 and see if its an ATI issue.bami wrote:I want to hug it, it looks so plush![]()
Anyways, runs at 150 FPS for me, but I also get that weird bug.
I'm running a Radeon x1600 under XP SP2.
Animated Fur Demo
yeah mine's an ATI, a x1650PRO. particularly im running Vista x64, Catalyst 7.1 driverssio2 wrote:Like I say, I'm seeing "dropouts" is my other demos. That may be a driver glitch unrelated to this issue, though.The Anaconda wrote:figuressio2 wrote: I just ran on Vista and it looked OK for me.![]()
nvidia 7800GTX. I'm on XP now - I'll check Vista driver version next time I boot into it.The Anaconda wrote:what card you got again? and what drivers you running
Is your card ATI? If so, there may be a trend as someone has reported the same on an ATI card. I have an X1800 I can try (if your card is ATI)...
and this random triangle's better than having nVidia and not having SLi support
Sorry, my mistake. I thought you were talking about XP.The Anaconda wrote:ahh so they got working Vista drivers with SLi finally? I hadnt heard that, i know a couple people at my work were complaining for the first few days with Vista being out because the SLi wasnt working yetsio2 wrote:Lost me a bit there. I have SLI support...
Nice demo, i thought the actual fur was animated though. So tired to make a fur in wind effect. Booted up render monkey but the fur example was in dx asm 1.4 (which meant i couldnt change it as i only know gl asm or post 2.0 dx asm) It kept complaining about texture and arithmatic operation ordering.
How did you tackle that?
So i just wrote the animator in high level here is a snippet
this should pushh hairs depending on how they face the wind.
Btw i hope to starting coding a new effect (got a little doc with all the ideas written down) that might compliment your window effect nicely, if you are interested it would propbably be a good idea if we can think it over togeher before i start coding. after all two heads are better than one.
How did you tackle that?
So i just wrote the animator in high level here is a snippet
Code: Select all
//vertex shader
uniform vec3 windvector;
//wind power float generated by sins and cosines like klaskers wind //genrator
uniform float windpower;
//in main statement
//Pushing power (bigger pass number = far from body = easily moved)
float pushpower= dot(normal,normalize(windvector))*passnumber*windpower;
texcoord+=pushpower;
Btw i hope to starting coding a new effect (got a little doc with all the ideas written down) that might compliment your window effect nicely, if you are interested it would propbably be a good idea if we can think it over togeher before i start coding. after all two heads are better than one.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
Interesting point. The fur moves, but it doesn't actually move.
There's a "flowing fur" RenderMonkey sample - it's GLSL so you'd have to convert it to HLSL if you want it to work with DX9.
Note that my demo supports PS1.1.
Let me know about about that "new effect". You have piqued my interest.
There's a "flowing fur" RenderMonkey sample - it's GLSL so you'd have to convert it to HLSL if you want it to work with DX9.
Note that my demo supports PS1.1.
Let me know about about that "new effect". You have piqued my interest.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Interesting note...
In the newest DX9 ( Dec 2006 ), PS 1.x is no longer supported. You must use PS 2.0 or higher. Not sure about DX10, but I think the same holds true, must use PS 2.0 or higher.
In the newest DX9 ( Dec 2006 ), PS 1.x is no longer supported. You must use PS 2.0 or higher. Not sure about DX10, but I think the same holds true, must use PS 2.0 or higher.
Last edited by Spintz on Sun Mar 04, 2007 2:40 pm, edited 1 time in total.

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monkeycracks
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I might be misinformed, I didn't read into it much, since I always use PS >= 2.0 anyway. It may be something where the HLSL compiler will not generate code for a PS target < 2.0. Maybe you can still use straight ASM code for PS < 2.0.
There are MAJOR differences between PS 1.x and 2.0 and greater. Even if you are writing ASM PS's, registers are completely different between PS 1.x and PS > 2.0, most noticeably are they texture registers. For the texture reason alone, I've been compiling my shaders for PS 2.0 or greater anyways, so I don't need to maintain two different HLSL codes for a single shader program.
There are MAJOR differences between PS 1.x and 2.0 and greater. Even if you are writing ASM PS's, registers are completely different between PS 1.x and PS > 2.0, most noticeably are they texture registers. For the texture reason alone, I've been compiling my shaders for PS 2.0 or greater anyways, so I don't need to maintain two different HLSL codes for a single shader program.
Last edited by Spintz on Sun Mar 04, 2007 2:39 pm, edited 1 time in total.

SM1.x is very restricted. SM2.0 is OK, but I couldn't get my second RayTrace into 2.0 - only 2.0a and 2.0b.
It's the Dec SDK (and subsequent) HLSL compiler that no longer compiles SM1.x. To compile SM1.x HLSL you have to specify a "legacy" flag, in which case d3dx_31.dll will be used.
You can, of course, still load SM1.x asm with Dec SDK onward - its just the HLSL compiler that's dropped SM1 support.
It's the Dec SDK (and subsequent) HLSL compiler that no longer compiles SM1.x. To compile SM1.x HLSL you have to specify a "legacy" flag, in which case d3dx_31.dll will be used.
You can, of course, still load SM1.x asm with Dec SDK onward - its just the HLSL compiler that's dropped SM1 support.
Irrlicht Demos: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=45781
Hmm is render monkey being updated anymore? im with version 1.6 and i only have the static fur demo. Anyway i still prefer it more than that confusing nvidia one.
Btw sio i sent you a pm
Btw sio i sent you a pm
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p