This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »
1381
Announcements / Re: NEW! Windows Zip Installer
« on: April 11, 2013, 07:17:15 am »
I can confirm that this works, even on new GCC. I did have a problem that it froze on git checkout (I think it timed out), I then closed it and restarted, but I couldn't run ENIGMA anymore. It just said it can't find .jar. So I had to delete the folder and try again. Then it worked fine.
1382
Off-Topic / Re: choose your channel operator!!!
« on: April 08, 2013, 04:20:10 pm »Quote
hope he finishes puberty soon.Is there a cow we need to sacrifice?
1383
Off-Topic / Re: choose your channel operator!!!
« on: April 08, 2013, 02:25:27 pm »
This site is usually very immature, but I do think he should be moderated. So if he was intentionally destructive then of course his powers should revoked. At least temporarily. I also don't think that he should be getting git permissions for this reason either. While you can easily revert any intentional destructive action on GIT (and in site usually as well) it should still not be allowed.
1384
Off-Topic / Re: Introductions
« on: April 04, 2013, 06:25:39 am »
Can you make a normal website without php? If he said something like .NET then I would be like "poor, poor thing".
1386
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 06:10:38 pm »Quote
The aniso thing sound's wierd, I think it might be your graphic's card...I think you just took the first link from google image search.
http://www.tweakguides.com/images/Anisotropic.gif <- heres a gif animation of anisofiltering.
I guess on your hardware/drivers 1x is the same as 0x. For my hardware/drivers 0x is the same as 16x. So all in all 1x should be the default one (off) and less than 1.0 is undefined.
And I am on Win7, so I can test DX, but I haven't ever programmed it. I only know OpenGL now (as well as GLES, WebGL etc.).
1387
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 05:40:36 pm »
I don't what dropbox link you are thinking about. I am referring to the http://www.tweakguides.com/ one you posted which clearly cannot be linked to.
And I guess 0x is just undefined and so its implementation specific what it should do. GL specs says this:
And I guess 0x is just undefined and so its implementation specific what it should do. GL specs says this:
Quote
"When the texture's value of TEXTURE_MAX_ANISOTROPY_EXT is equal to 1.0,So value of 1x means no anisotropic filtering, more than that means anisotropic filtering on, and less than 1.0 is undefined. Just something that should be later noted in the wiki when the function is documented. So 0x is not anisotropic filtering off, but 1x is. So to make it work properly in the demo it should reset to 1 and then not add 2, but multiply by 2 every time its increased. But I guess any number is valid.
the GL uses an isotropic texture filtering approach as described in
this section and Section 3.8.6. However, when the texture's value
of TEXTURE_MAX_ANISOTROPY_EXT is greater than 1.0, the GL implementation
should use a texture filtering scheme that accounts for a degree
of anisotropy up to the smaller of the texture's value of
TEXTURE_MAX_ANISTROPY_EXT or the implementation-defined value of
MAX_TEXTURE_MAX_ANISTROPY_EXT.
1388
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 03:57:07 pm »Quote
HOTLINKING BLOCKEDBut do you see difference between 16x and 0x? Like when you have 16x, take a screenshot, then press the button again to go to 0x and make a screenshot again. For me they don't change, as 0 seems to be invalid value. It has to be at least 1.
This site is linking directly to an image without permission
To view the original image visit www.TweakGuides.com
And I could make uniform functions and the like myself, but the problem is that I can't write a single working shader without the matrices passed to the shader. I will check your code and try to fix it first.
1389
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 02:53:57 pm »
The link cannot be opened.
And the read my edit.
Also, do you have difference between 0x and 16x yourself? As this seems to be OpenGL spec thing not a hardware thing. The spec says that it has to be more than 1 and less than max. Though I don't know what value should mean its off. I think its 1, as then the anisotropic map would equal mipmap.
And the read my edit.
Also, do you have difference between 0x and 16x yourself? As this seems to be OpenGL spec thing not a hardware thing. The spec says that it has to be more than 1 and less than max. Though I don't know what value should mean its off. I think its 1, as then the anisotropic map would equal mipmap.
1390
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 02:05:22 pm »
I know what VBO and vertex arrays are. I was just saying that the model generated by d3d_draw_block() have incorrect triangles in it, which cannot be seen unless the camera is inside the cube. So that should be fixed, as it would remove a lot of triangles that are uselessly drawn.
I also know what anisotropic filtering is. I was just saying that 16x and 0x didn't have any difference (ergo, it couldn't be turned off). I then read that filtering of 1 is off, not 0 (at is has to be more than 1 and less than max).
I will try writing my own shaders and see how that works.
edit: The new OGL also gets rid of all matrix functions like glTranslate() or glRotate(), so what is the plan there? We could write our own functions or just use a 3rd party solution like VSMathLib. We need to figure this out before we can write some real shaders as most need access to model/view matrix which needs to be passed as a uniform. I know that Three.JS also implements its own matrix functions and all the matrices are appended to the top of all shader code, so they all can be accessed. It also appends things like light positions and so on. Else you will have to pass a lot of vectors as uniforms for all shaders. So the questions are:
1) Do we take an existing library for matrix math? And do we take a specific for GL (like VSMathLib) or a general purpose one that has to be changed for all the specific GL stuff? I wrote a templated matrix lib myself a few weeks ago for work and it seems to work quite fast. It can't do more than addition, subtraction, mult, div, invert and transpose as I wrote it specific for Kalman filter, but it was written as optimized as I could think of while still having templates.
2) Do we append most used stuff to shaders before compiling them? Like all d3d_light positions, model/view matrices etc. This could break some general purpose shaders, but it would make ENIGMA specific shaders to be written a lot simpler. It seems that this is the general way to do this anyway. Even though all GL shaders are GLSL almost none of them can be interchanged between programs.
I also know what anisotropic filtering is. I was just saying that 16x and 0x didn't have any difference (ergo, it couldn't be turned off). I then read that filtering of 1 is off, not 0 (at is has to be more than 1 and less than max).
I will try writing my own shaders and see how that works.
edit: The new OGL also gets rid of all matrix functions like glTranslate() or glRotate(), so what is the plan there? We could write our own functions or just use a 3rd party solution like VSMathLib. We need to figure this out before we can write some real shaders as most need access to model/view matrix which needs to be passed as a uniform. I know that Three.JS also implements its own matrix functions and all the matrices are appended to the top of all shader code, so they all can be accessed. It also appends things like light positions and so on. Else you will have to pass a lot of vectors as uniforms for all shaders. So the questions are:
1) Do we take an existing library for matrix math? And do we take a specific for GL (like VSMathLib) or a general purpose one that has to be changed for all the specific GL stuff? I wrote a templated matrix lib myself a few weeks ago for work and it seems to work quite fast. It can't do more than addition, subtraction, mult, div, invert and transpose as I wrote it specific for Kalman filter, but it was written as optimized as I could think of while still having templates.
2) Do we append most used stuff to shaders before compiling them? Like all d3d_light positions, model/view matrices etc. This could break some general purpose shaders, but it would make ENIGMA specific shaders to be written a lot simpler. It seems that this is the general way to do this anyway. Even though all GL shaders are GLSL almost none of them can be interchanged between programs.
1391
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 25, 2013, 10:23:52 am »
Well its better, but there is still no d3d_set_texturing. I can't seem to find such a function in GLd3d.h on git as well. If I remove the two places this function is called, then I can run the example. So a few things:
1) It runs solid 30FPS on my machine (quite old Core2Duo with 8800GTS) and 40 when I disable FPS limit (which is weird, as it should go trough the roof). But still good.
2) The cube geometry can be optimized. I see that it is drawn by d3d_draw_block() and in both wireframe and when flying in the block it can be seen that there are 2 useless triangles going in a diagonal. This would effectively remove 16k unseen triangles.
3) Anisotropic filtering is on by default (when value is 0)? There seem to be no difference between anisotropy 0x and 16x, while a change from 0x to 2x give a massive degradation. Which seems to be that 0x is set to max anisotropic filtering, not none. But in the code everything seems to be fine, so I guess the smallest value is actually 1.
4) For me shaders don't work. They at least don't show up. I checked the return value of shader_load() and it returned 3, which by source seem to be mean that everything is ok (though I would suggest negative values for errors, especially when return type is int). But shader_program_validate() return 0 (false). The error seems to be this:
Also, you should add a function to add a shader from a string. So it would be possible to include the shaders as scripts and then do shader_load(toonfshader, scr_toon_shader());.
p.s. I will also try porting my WebGL water test to ENIGMA. It does look really cool.
edit: Also add functions to set/get uniforms.
1) It runs solid 30FPS on my machine (quite old Core2Duo with 8800GTS) and 40 when I disable FPS limit (which is weird, as it should go trough the roof). But still good.
2) The cube geometry can be optimized. I see that it is drawn by d3d_draw_block() and in both wireframe and when flying in the block it can be seen that there are 2 useless triangles going in a diagonal. This would effectively remove 16k unseen triangles.
3) Anisotropic filtering is on by default (when value is 0)? There seem to be no difference between anisotropy 0x and 16x, while a change from 0x to 2x give a massive degradation. Which seems to be that 0x is set to max anisotropic filtering, not none. But in the code everything seems to be fine, so I guess the smallest value is actually 1.
4) For me shaders don't work. They at least don't show up. I checked the return value of shader_load() and it returned 3, which by source seem to be mean that everything is ok (though I would suggest negative values for errors, especially when return type is int). But shader_program_validate() return 0 (false). The error seems to be this:
Quote
0(3) : warning C7555: 'varying' is deprecated, use 'in/out' insteadSo gl_LightSource needs to be changed into something else as that is the only error. The rest are warnings.
0(10) : error C7533: global variable gl_LightSource is deprecated after version 120
0(20) : warning C7533: global variable gl_FragColor is deprecated after version 120
Also, you should add a function to add a shader from a string. So it would be possible to include the shaders as scripts and then do shader_load(toonfshader, scr_toon_shader());.
p.s. I will also try porting my WebGL water test to ENIGMA. It does look really cool.
edit: Also add functions to set/get uniforms.
1392
General ENIGMA / Re: GLSL Shader and Tessellation Support
« on: March 24, 2013, 03:32:04 pm »
Check here: http://enigma-dev.org/edc/games.php?game=44
1393
Issues Help Desk / Re: how bypass keyboard ghosting?
« on: March 23, 2013, 06:15:46 pm »
Well already explained its a hardware issue. It cannot be fixed by a config.
1394
Issues Help Desk / Re: how bypass keyboard ghosting?
« on: March 23, 2013, 07:03:20 am »
It depends on the keyboard and the connector. I think the old PS/2 connector had some n button limit and many keyboards use some wire grids to be less expensive, which creates conflicts when many keys are pressed at the same time. Laptop keyboards are USB (or something) and they usually have the wire per key thing as they are built in a relatively expensive laptop, so you don't see a problem there. Try either a USB keyboard or just buy a higher end one. This shouldn't be ENIGMA specific anyway. Have you tried pressing those keys in another program?
1395
Works in Progress / Re: [WIP] snake revenge :D
« on: March 17, 2013, 07:14:37 am »
You should also write if (variable==-1) as a single = is assignment, while double == is the equivalence operator (though I guess its not called that). If you chosen the GM compatibility options there should be no problem, but if you use ENIGMA defaults ones then the result should change.
Pages: « 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 »