Tiny stupid demo v2.0
You can find it here. It has shadows and a Linux binary now...
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
The linux version definitly needs some work regarding mouse control...
The mouse-pointer was jumping around wildly on my desktop, sending clicks(!) even though I wasn't pressing a mouse button. As a result my IDE closed, my browser closed...
The keyboard layout is tricky to use... I think 'wsad' or cursor keys would be easier.
For standard mouse controls 'left-right' should rotate around the world-y-axis, 'forward-back' should tilt about the player-x-axis. Right now you seem to be rotating about player-x + player-y which leads to confusion...
Other then that nice work!
[ Debian/testing 2.6.7 | IceWM ]
The mouse-pointer was jumping around wildly on my desktop, sending clicks(!) even though I wasn't pressing a mouse button. As a result my IDE closed, my browser closed...
The keyboard layout is tricky to use... I think 'wsad' or cursor keys would be easier.
For standard mouse controls 'left-right' should rotate around the world-y-axis, 'forward-back' should tilt about the player-x-axis. Right now you seem to be rotating about player-x + player-y which leads to confusion...
Other then that nice work!
[ Debian/testing 2.6.7 | IceWM ]
How do I set my laser printer on stun?
It looks good. The only complaint I have is when the lighting is on my framerate SQUEALS in pain. I go down from 60 with no lighting to about 20. I don't know if that should happen, but I'm running a GeForce 4 64Mb, so I don't know. Just to let you know, keep up te good work!
@Wildfire: The mouse problem is really strange... Could you give me more info (Linux distribution, GFX card, libSDL version...) ?
I know the keyboard layout is strange, but "esdxrc" does not depend on qwerty/azerty-ness of the keyboard (and they are kindof placed the same way as the arrows on the num pad).
@Alray: I think the per-pixel lighting doesn't work on your GFX card (it probably displays as a "no lighting" mode with shadows): that would be even slower... I still have to optimize shadow volume rendering...
I know the keyboard layout is strange, but "esdxrc" does not depend on qwerty/azerty-ness of the keyboard (and they are kindof placed the same way as the arrows on the num pad).
@Alray: I think the per-pixel lighting doesn't work on your GFX card (it probably displays as a "no lighting" mode with shadows): that would be even slower... I still have to optimize shadow volume rendering...
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
Debian/testing, Kernel 2.6.7, libSDL: 1.2.7-6-dev, xFree86 4.3.0, IceWM 1.2.14-1
GF4 4800 SE 128MB, Driver: 1.0-5336, AGP 8x
MS IntelliMouse USB@PS/2
Anything I'm missing?
GF4 4800 SE 128MB, Driver: 1.0-5336, AGP 8x
MS IntelliMouse USB@PS/2
Anything I'm missing?
How do I set my laser printer on stun?
Mmm not quite, it looks different, but I just checked something. The thing that REALLY is lowering my framerate are the shadows not the PPL.
Here's some pics:
http://www.freewebs.com/alray/NoLight.jpg
http://www.freewebs.com/alray/WithShadowPPL.jpg
Here's some pics:
http://www.freewebs.com/alray/NoLight.jpg
http://www.freewebs.com/alray/WithShadowPPL.jpg
Nice one [grin]
It needs some depth correction when parallax mapping is enabled and when the camera is close to the walls, apart from that it looks very good.
Congratulations ! KUTGW
It needs some depth correction when parallax mapping is enabled and when the camera is close to the walls, apart from that it looks very good.
Congratulations ! KUTGW
I'm just wondering how your doing your shadowing... It looks to me, due to the performance hit at certain views, that you are casting a complete shadow volume off ever single triangle (brute force) - not using shilouettes..? is this correct?
Also, at least on my card, the specular seems to break quite nicly... as it projects off into the distance in one direction.. But I actually have a feeling there is something wrong with my system, as I've managed this myself with a perfectly good shader (was Cg, worked fine in GL, did this in D3D) - and theif 3 does it sometimes too....
hmm :)
Also, at least on my card, the specular seems to break quite nicly... as it projects off into the distance in one direction.. But I actually have a feeling there is something wrong with my system, as I've managed this myself with a perfectly good shader (was Cg, worked fine in GL, did this in D3D) - and theif 3 does it sometimes too....
hmm :)
Quote: Original post by RipTorn
I'm just wondering how your doing your shadowing... It looks to me, due to the performance hit at certain views, that you are casting a complete shadow volume off ever single triangle (brute force) - not using shilouettes..? is this correct?
You're right ! I first coded optimistic silhouette extracting stuff, but the result was bad with this model (there are a few unconnected triangles, see screenshot below), so I render a shadow volume for each triangle that faces the light.
I'll code some intermediate solution whenever I have time...
Quote: Original post by RipTorn
Also, at least on my card, the specular seems to break quite nicly... as it projects off into the distance in one direction.. But I actually have a feeling there is something wrong with my system, as I've managed this myself with a perfectly good shader (was Cg, worked fine in GL, did this in D3D) - and theif 3 does it sometimes too....
Could you post screenshots for this ?
SaM3d!, a cross-platform API for 3d based on SDL and OpenGL.The trouble is that things never get better, they just stay the same, only more so. -- (Terry Pratchett, Eric)
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