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Posted: Mon Aug 10, 2009 7:30 pm
by devsh
there is a cap set by the openGL shading language 164 dynamic lights and I need someone to test it who has a slower gfx card to see if They need a lower number. I don't think a shader model 2.0 will run the rest at all so min req 3.0 or someone could help me to make a detector that runs on both linux and windows that finds out the shader model and sets the max_light setting in game and sets the array size in shader.
ofc the performance blow is severe but obviously if the whole thing is used as supposed to then it will work at better rates.
just btw here are screenies...
openGL fixed function pipeline 8 lights (note the counter in the title bar will still say there are 68 lights, which is not true)
my pipeline, althought not used in the best of ways (not supposed to have that amount of lights same place)

Posted: Tue Aug 11, 2009 7:53 pm
by grumpymonkey
basically a bunch of 15 year olds who aren't computer geeks!
lol
Posted: Wed Aug 12, 2009 3:38 am
by BlindSide
grumpymonkey wrote:basically a bunch of 15 year olds who aren't computer geeks!
lol
Frankly I didn't think I'd be saying this but your project seems to be coming along nicely devsh. At the very least you seem to be learning skills that can be valuable.
Posted: Wed Aug 12, 2009 9:03 am
by devsh
especially that i got an artist willing to do models
EDIT: I have now updated the code of the shader, because i have missed the fact that it transformed the fragment positon 70 times!!! also instead of transforming the light in the shader I have transformed it before I pass it on. So instead of 10 FPS i get 18 . OH and just btw when i drop the resolution to 800x600 i get 34 fps instant.
EDIT 2:
http://www.youtube.com/watch?v=3-r88vbo-LE VIDEO

:) sorry for the quality
EDIT 3: I have now introduce fading out as the light reaches the bottom of the light affect order and as it moves out of sight, this greatly minimizes the flickering which can be seen in 20.ManagedLights, however to completely get rid of that artifact I advise having the limit set at 25 or more
Posted: Fri Aug 14, 2009 2:53 pm
by devsh
And my new improoved terrain

:)
I kinda gave a bit of thought to the deffered shading and actually to play the game in split screen you can have less VRAM cause the buffers are half the screen size!
Posted: Mon Aug 24, 2009 9:55 am
by devsh
Posted: Mon Aug 24, 2009 2:47 pm
by Steel Style
That's cool but please do smaller screen I don't think that every one got 1600 wide screen resolution.
Posted: Mon Aug 24, 2009 4:10 pm
by Virion
the trees are uniform look. you should give some rotation to each tree to make it more random. nice by the way
Posted: Mon Aug 24, 2009 4:29 pm
by lulzfish
I have 1920 by 1200, but I keep Firefox around 1200 pixels wide for convenience.
I think 800 pixels wide would be nice, then I won't have to scroll horizontally.
Posted: Sat Sep 12, 2009 8:29 pm
by devsh
it is redone now... but there is a catch my matrices are screwed up...
however you can do 6 split shadow maps meaning the shadows close to you are 9800% less pixelated than with normal shadow mapping.
Posted: Tue Sep 15, 2009 9:01 pm
by devsh
it just so happened that i got 1 programmer and 3 modelers fluent with maya and zbrush.... lets hope the team doesnt fall apart..
and i have made this in meanttime
GODRAYS

Posted: Tue Sep 29, 2009 9:28 pm
by devsh
ok new demo!!!
and i forgot to say its my birthday
http://project-ninja-star.googlecode.com/files/PNS.zip
if you want my modified irrlicht lib

Posted: Tue Dec 15, 2009 7:54 pm
by devsh
in process of porting to winshit

Posted: Tue Dec 15, 2009 8:39 pm
by Viz_Fuerte
This is better each time, Congratulations!!!
I expect a demo for Wins*it. (* = h)

Posted: Wed Dec 16, 2009 10:51 pm
by devsh
the head of the windows port departament Stephen Caples does a great job with GUI
