Dark Bit Factory & Gravity
PROGRAMMING => Freebasic => Topic started by: Dr_D on May 31, 2007
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It just runs a lens mapping shader on the current texture unit. I think it looks pretty cool. :)
Here's the download and an extremely large screenshot. :2funny:
http://file-pasta.com/d/1306.rar
(http://file-pasta.com/r/1303.jpg)
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Nice sample, and very nice font too :)
Jim
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Thanks. ;)
The font was one of those "1000 free fonts"
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Nice work Dr_D. :)
BTW , where can i get those 1000 free fonts ?
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Cool, I've yet to look into sl. Does the lens effect work off the texture or whatever is already in the pixel buffer?
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Looks the business!
When I saw this I thought immediately that it can be used to make a nice intro effect, you could use this lens to make the ultimate bubbles routine drifting up the screen, combining oldschool looks with newschool technologies perfectly.
Love it.
Well done :)
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i cant download it the screeny looks the business though!
it downloads to about threequarters then it says complete but the archive is broken when i open it.
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sorry about the problems. :(
I'm gonna be offline for about a week probably because we have to move... The house actually caught on fire the other night. :telloff:
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really! thats terrible hope all goes well and your ok.
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Damn, sorry to hear about the fire! Hope everyone is ok?
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Sorry about the fire!!
The demo is great, its great to see the oldskool effects being converted to shaders and running at such high resolutions. Have some karma!
Chris
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its great to see the oldskool effects being converted to shaders and running at such high resolutions.
Hmm, a hint there perhaps? :)
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its great to see the oldskool effects being converted to shaders and running at such high resolutions.
Hmm, a hint there perhaps? :)
Am I beginning to sound like a broken record?
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Nah mate. I am getting to the point where I want to do this stuff on my own too :)
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Thanks guys. Everyone is ok... sorry I forgot to mention that in the first place. :-\
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dude!!! This works on the Laptop!!
ATI 256mb
:updance:
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hahaha! Hell yeah man! :clap:
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@StoneMonkey: Yeah, it just uses the current texture unit. You could simply render your scene to a frame buffer texture object and apply 2d effects to that though.
I've finally got the robust shadow volume technique that nVidia outlines here (http://developer.nvidia.com/attach/6831) working, and what I really would like to do with glsl, is soften the shadows. I'm not sure how to go about it yet though. I mean, you can't really "blur" the stencil buffer. I've tried "clusters" of lights for each light source, but that's really slow for a scene with a high polygon count. I was thinking like, setting the alpha of each vertex in the shadow faces based on the distance from the center of the object. Then again, you aren't actually rendering to the color buffer, so... :-\
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Just a thought on softening shadows and no idea if it would work, once you've drawn all your shadow volumes use the stencil value to set the colour or alpha in a frame buffer texture object to high/low then copy that to another frame buffer texture object and then blend several times (still using the stencil test) with different offsets.
hmmm, that would soften the shadows along the edges where the object meets it's own shadow too or where a shadow goes behind something that isn't shadowed which wouldn't be too good if it was sitting on the floor or something.