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Messages - Goombert

General ENIGMA / Re: Hardware Diagnosis
« on: March 28, 2013, 06:21:27 am »
Yes that's wonderful thank you very much  (Y)

After analysing your diagnosis I believe you should be able to run shader's fine under both our DirectX (DX not useable yet) and OpenGL graphics systems, I am unsure about whether your hardware supports "Vertex Buffers", but assuming your PC handles our surface function's I think you should be good  :)

General ENIGMA / Hardware Diagnosis
« on: March 28, 2013, 03:32:17 am »
I am currently attempting to gather some statistics regarding our user's hardware compatibility with different graphic's libraries.

The glew test can allow me to gather what OpenGL version and extensions your graphics card supports. If you could please download that from this page. For Windows you can just download the binary version.

Now you want to go into bin/Release/x64 or Win32 and then double click glewinfo.exe and a text file containing your OpenGL support will be generated.

And if you are on Window's device's please also run a DirectX Diagnosis by simply opening the start menu and either searching for dxdiag or open run and entering "dxdiag.exe"

When you finish both of those test's please the result's and post the link in this topic with your hardware/operating system spec's. Please make sure you set the paste to not expire so that we can review all of your results in the future if we come back to this topic. This will help us best determine how to work out our graphic's system's and it would be greatly appreciated  :)

Here is the steam survery....

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 06:28:38 pm »
Ohhh  :D ya I did take that from google, just because it's animated it does a good job representing it, I've shared that link before, idk y u can't see it tho.

I'll be sure to fix that though, but ya we could use help in developing the port. It don't matter I now have more experience with OGL and I am going to writing parts of it running under WINE, the code don't even have to be as stable as the OGL port it just needs to work, then the Window's people who want to use it can maintain it until we have the proper resources to do so. But we would love it if you would help irregardless!  :)

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 06:01:17 pm »
Where in the devil did I link that at I do not remember ever even being on that site?

Anyway ok I see then, but I don't know I notice a difference just going to 1x o_O

But hey, me and polygonz have started the DX 9 graphics port, he want's to know if you'd be interested in helping us with it?

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 04:26:05 pm »
Does that appear when you open the dropbox link or when trying to enlarge the screenshot? Because the screenshot's are uploaded on the Wiki, I don't know if they coded something into the back end to ensure people are linking images on it or not.

Now is not a good time to work edit anything with the new graphic's system untill I stabilize it more and finish with the models and primitives and basic shapes, I have some work I have not committed yet so please hold off. Will edit here when I get the screenshots for you.


Like I said I clearly notice a difference o_O Even from 0x to 1x...

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 03:31:38 pm »
That's weird the link opens fine for me?

But yes I notice a difference all the way up to 16x, it get's a little bit unnoticeable after 8x though but you can definitely see it. You can look at the function code all it does is query the ARB extension for the maximum supported level, so if you're seeing the option for 16x your hardware definitely supports it.

As far as your other edit, that is discerning I do not think Josh was aware of this, I'll have to confer with him about it.

Edit: And hey sorry I didn't add the function's yet for the uniform location's and stuff, I wanted to set up material's first so I could ensure multitexturing was working by doing a bumpmap shader, and for me to do that I had to rewrite the models/primitives first to use VBO's so I could extend the function API to allow multitextured coordinates. Right now I am trying to outline a shell for a DX9.0 graphics system and boot it into WINE to get it at least drawing a basic triangle, to save work for the next guy's who come along and want a DX graphics port.

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 02:08:49 pm »
Ohhh ok, im sorry, yes I am aware I haven't gotten the cube's just right yet, there going to use a VBO with scaling/transformation so that should really boost the speed up from having to rebuild them on the CPU everytime.

The aniso thing sound's wierd, I think it might be your graphic's card... <- heres a gif animation of anisofiltering.


Off-Topic / Re: Introductions
« on: March 25, 2013, 01:53:07 pm »
Well welcome to both of you! We appreciate every bit of help we can get, especially documenting on the Wiki.  :) Your welcome to stay as long as you like, you just gotta let us see all the cool things your doing with ENIGMA  ;)

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 01:48:59 pm »
Ahhh you must have a way more up to date OGL version than I do, I don't understand though I got the shader script from a source that's OGL 3.0 but allot has changed in GLSL, you just need to change the two .glsl scripts included to make it work like a newer shader that output was generated by the GLSL compiler.

But hey don't worry about speed yet, I just rewrote the models to use VBO's in the new graphic's system, that means moving everything graphic's related onto the GPU freeing the CPU up for heavy calculation's such as Aritificial Intelligience so the speed difference will be negligible unless your game is doing allot of calculation's. But as for this example, those cube's are drawn with vertex array pointer's we have a special technique to make it faster, you should be getting at least 100 fps on that, and you will by the time I am finished with the new graphic's system  ;)

As far as anisotropic filtering, you can't just enable it without mipmapping, the point of anisotropic filtering is to increase resolution at oblique angle's, that blurriness that Aniso fixes is caused by mipmapping so you have to use the two hand in hand, set mipmapping to bilinear/trilinear then movew the camera right next to the floor and watch the grid between the textures as you change the aniso level you'll see the lines get much straighter.

Edit: Ohh I forgot to d3d_set_texturing was the function to toggle whether texturing was enabled it's renamed to texture_set_enabled now

General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 24, 2013, 09:09:57 pm »
That was my stupidity my bad exdeus, that's the old hardware performance tester, I've updated the link on the EDC sorry  :)

General ENIGMA / GLSL Shader and Tessellation Support
« on: March 23, 2013, 09:03:52 pm »

Just a head's up to everyone ENIGMA now supports GLSL shader's and hardware tessellation  (Y)

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 15, 2013, 09:18:12 am »
Well right now all I am really trying to do is getting it loading games and compiling all these little preferences are miniscule in the scope of what I am trying to accomplish first.

Have any of you even noticed I added bilinear/trilinear texture filtering and anisotropic filtering?

If you haven't noticed on the toolbar in the new IDE there are a couple of new buttons, one being for models, the second for material surfaces like Unity3D.
I am going to allow you to create a material surface resource and you pick what backgrounds/sprites to use as textures then you can set the texture filtering, you can apply multiple textures for multitexturing, you can add bumpmaps to the material, etc. Then you just use these materials to draw with.

This will allow us to make it so you can directly import models and things from like Blender or whatever your favorite modeling program is, and read the material surface right in, so their won't need to be any pain the ass custom converters like there are for game maker.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 13, 2013, 03:11:00 am »
It's "intellisense" not "IntelliSense", its just a term in corporating all those coding features.

Announcements / Re: wxENIGMA Crossplatform IDE in Code::Blocks
« on: March 12, 2013, 05:46:42 am »
IntelliSense is a non-argument. Seriously, it just allows it to show all the errors in can so you don't have to recompile, but either way it will be optional. Some people like it, like me, some people dont, were just gonna have different aspects of it all as settings, but the system in general will be referred to as Intellisense. That encompasses syntax checking that can show multiple errors, code completion, function definition querying, etc.