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Sauerbraten engine development

by Aardappel on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351325 views, last view: 12/09/2021 06:27

This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.

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#1418: Re: md3 texturing

by drian@othermachine01 on 05/20/2006 16:23, refers to #1417

Ok.

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#1419: new feature: full screen shaders

by Aardappel_ on 05/26/2006 06:51

a fun new feature that can be used for all sorts of things (bloom, at some point?).

Check out screenshots of the sobel filter I implemented as a test:

http://sauerbraten.org/temp/

users can make their own filters and use them independent of maps.

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#1420: Re: new feature: full screen shaders

by Passa on 05/26/2006 08:42, refers to #1419

Possibly bloom! Custom filters!

Those filters look like the kinda stuff in Photoshop CS2.. whats the performance like? (well I can see the FPS, but for all I known aard, you could have a SLI 7900GTX system :)

Bloom would be nice, some maps almost seem like they were born for it (nmp8 day version for example)

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#1421: Re: new feature: full screen shaders

by Aardappel_ on 05/26/2006 09:55, refers to #1420

you mean... like this:

http://sauerbraten.org/temp/screenshot_377941.jpg

?

That is a quick mockup of sucky bloom... have to tweak it a lot to look better. But its a start. And at least on my 6800u these effects are pretty cheap on framerate.

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#1422: Re: new feature: full screen shaders

by Passa on 05/26/2006 14:44, refers to #1421

*jaw drops for several minutes*

whoa... that looks soo cool!

Is this new-fangled full screen shaders feature going to be in the next release?

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#1423: Nice

by Pxtl on 05/26/2006 14:51

Personally, I've always thought that full-out HDR is something that should've been standard years ago - after all, HDR/blooming is a much simpler and better model for real-world lighting than mucking about with coronas and max-lighting-values...

but in it's absense, a straight-up lightbloom filter is dead sexy.

Very cool.

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#1424: Re: new feature: full screen shaders

by Aardappel_ on 05/26/2006 20:13, refers to #1422

yup this is already functional in the current build.. just can be improved.

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#1425: Re: ..

by CC_machine0 on 05/27/2006 11:42, refers to #1409

yup it is, i just got permission to use it in a mod of sauerbraten i'm helping with..

and the full screen shaders look awesome btw!

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#1426: Re: new feature: full screen shaders

by guest57 on 05/27/2006 12:44, refers to #1424

Checked out latest build, but using cmds like "setfullscreenshader bloom" is turning the screen to black with no other error messages. Do I need to set up more or is this feature still very beta?

Mac 10.4.6, 2xG5, ATIx800

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#1427: ..

by makkE on 05/27/2006 13:51

A simple request:
Would it be hard to add glowmaps?
Simply a always fullbright map (black would be OFF) to simulate stuff emitting light?

Thatīd be awesome. Could be used on the glīs green leds as a start, but would be useful in many other situations. Especially lightning up a mapmodel that has lamps and leds correctly is painful atm.

Imho itīs dead simple but very effective if used properly (using it for the lightīs reflections on the skin as well for instance).

like this quick paintover:
http://makke.snieb.com/glow_paintover.jpg

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#1428: Re: new feature: full screen shaders

by Aardappel_ on 05/28/2006 01:59, refers to #1426

dunno, could be that the mac ATI drivers have a bug in either shaders, or copying of textures... wouldn't suprise me.

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#1429: Re: ..

by Aardappel_ on 05/28/2006 02:01, refers to #1427

yup, thats very easy to add. maybe we should combine glow maps and spec maps into one texture, or something, that may be more efficient. Is there any other maps that would be useful?

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#1430: ..

by makkE on 05/28/2006 05:15

Hmm canīt say. if itīs possible to combine glow and spec that would be nice of course. But what if emitted light gets reflected off a shiny surface? Wouldnīt the surface loose itīs spec where the light hits it? or can that info be seperated in the channels or so?

Other maps.. hmm dunno of any. But the shading+spec+glow would be all Iīd need and enhance it a lot.

Normal and bump maps.. give me some time to hone my modelling, then I might be able to provide that (silo will feature z-brushy stuff in the future :).

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#1431: ..

by Max of S2D [Fr] on 05/28/2006 11:39

Hmmm... a stupid question :

Are the fullscreen shaders in the current release of Sauer ? If yes, how active them ?

And, really, Aardappel, you've made a great work ! This screenshot is AWESOME !

Max of S2D, i know what i say, all CubeFR community like it !

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#1432: Re: ..

by Passa on 05/28/2006 12:45, refers to #1431

They are not in the occlusion release. Wait till the next one.

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#1433: Re: new feature: full screen shaders

by guest57 on 05/28/2006 14:12, refers to #1428

The glCopyTexSubImage2D() is returning invalid operation...

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#1434: Re: new feature: full screen shaders

by Aardappel_ on 05/28/2006 14:32, refers to #1433

it may be that it doesn't like the non-power-of-two-texture that is the screen copy. Try running sauer with -w1024 -h512 and see if that fixes it.

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#1435: Re: new feature: full screen shaders

by guest57 on 05/28/2006 14:58, refers to #1434

Yeap, that makes it work...
I'll leave your gang to come up with a workaround as I'm not an OpenGL person. Meanwhile, nice effect :-)

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#1436: Re: new feature: full screen shaders

by absinth on 05/28/2006 16:34, refers to #1435

http://developer.apple.com/graphicsimaging/opengl/extensions.html#GL_EXT_texture_rectangle

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#1437: Re: new feature: full screen shaders

by Aardappel_ on 05/28/2006 22:04, refers to #1436

Yeah I knew about the existence of that extension... just on my card it seems to work without. I will add it, thanks.

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