Dark Bit Factory & Gravity
GENERAL => Projects => Topic started by: taj on August 12, 2007
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Hi dbfers,
this one doesnt need shaders but you may need a decent graphics card. It links to d3d, doesnt use it, but if it fails to start, thats why. Anyway. Its a cool effect.
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Runs quite well here in fact and the effect is unusual and neat I thought! :)
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Very nice and different effect, a bit slow here ( lots of polygons ?? )
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Looks very nice, I'm going to have to download before I can DX 9 to watch it tho.
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Very nice and different effect, a bit slow here ( lots of polygons ?? )
yes lots and lots...remind me your card 6600? I added a new exe - should be faster for you. A bit.
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Good effect with interesting colouring ;) How many polys, worst case, in the original?
Jim
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Very nice and different effect, a bit slow here ( lots of polygons ?? )
yes lots and lots...remind me your card 6600? I added a new exe - should be faster for you. A bit.
Much better now thx :), but now the background is white, is that right ???
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Yeah, white is faster to render than black on the 6600. >:D
Jim
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Yeah, white is faster to render than black on the 6600. >:D
Jim
All my intros will be white then ;)
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@chris:
very nice! i like both versions because of following:
1st version = each object is small and this is why it all looks smooth
2nd version = each object is bigger, i would prefer something between small (old version) and this ^^
If you want do it as 4k and can need any help with design i would like to help you...
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Very nice and different effect, a bit slow here ( lots of polygons ?? )
yes lots and lots...remind me your card 6600? I added a new exe - should be faster for you. A bit.
Much better now thx :), but now the background is white, is that right ???
@rbraz: Yes I'm having a "white period" artistically speaking :-), remember my ao spheres was on white too. I have a thing for white at the moment. Also I hear from a very good programmer that white is faster on 6600 cards than black. (You can see search engines picking this up right now :-)
@jim: original was 40X40X40X(3X3) and at max I suppose all of them could be displayed, though average is a lot less. So, about 576,000. Back face culling proved to not improve the speed. I'm assuming that this is because its done after transform. That said there are far more efficient ways to achieve this effect but they require...horror...more bytes. Also state changes for colour dont help. Lastly the function at each point is quite complex (lots of mults, comparison, three cos etc) so eventually the CPU may also be an issue (it also has to submit 40x40x40 x 4 opengl calls too).
@va!n: I have no desire to turn it into a 4k, if you want the code drop me a PM, I'll trim it down and send it to you and you can use it for whatever you want. Its written in such a way that the evaluator of each point is a function pointer, meaning you could have quite a few of these in 4k. Metaballs would be one I guess.
Chris
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@chris:
Indeed. Interesting effect. Well done.
Second version looks in my eyes more stylish than the first one. Reminds me on
some nice cubism with smooth colors. Nice work, mate!
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This is interesting. I thought I would share.
OK for those who dont know, glow (or radial blur actually) without shaders was done like this in OGL:
1. Render object
2. Grab screen as texture
3. Turn on Blending
4. Set Blending mode
5. loop n times:
- Draw textured ploygon on top of original
- scale a bit bigger
I decided to mess with the blending modes a bit in the glow function. Here is the result.
Top left: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR); (edge detection!)
Top right: glBlendFunc(GL_SRC_ALPHA, GL_DST_COLOR); (cartoon look!)
Bottom right: glBlendFunc(GL_SRC_ALPHA, GL_SRC_COLOR); (dark motion trail)
Bottom left: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); (glow when on white, not black)
All with white background remember.
The exe will run damn slow I guess on most machines but its interesting to see (edhuuuKayshunel). Screen shot doesnt show it very well but its there for folks without a fast gfx card.
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@chris:
very interesting indeed. playing and messing around with the blending modes can turn out into some
really interesting fx as your example proofs.
Thanks for giving the different variations of glBlendFunc - i'll keep that in mind for sure to mix with
other fx !!!
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If we were half organised, we would do a table with all possible combinations.
Or, we could get drunk.
Hmmmm....
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karma moment
:cheers:
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If we were half organised, we would do a table with all possible combinations.
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Hmm ... maybe it is just me - but IMHO it's worth to play with blend combinations
each time you create a different effect. The result depends on the fx / colors IMHO.
Here are some screnies of glBlendFunction combinations :
http://wiki.delphigl.com/index.php/glBlendFunc#Beispiele (http://wiki.delphigl.com/index.php/glBlendFunc#Beispiele)
(Site contains german language)
Or, we could get drunk.
Hmmmm....
Organized boozembly ? This sounds like an impulse for another "Let's have a
DBF-meeting" discussion ;-)
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You could all stay in my garage and help me empty my wine collection if you like.
And by the way Chris, I love the edge detection version of that chladni.
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You could all stay in my garage and help me empty my wine collection if you like.
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:cheers:
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You could all stay in my garage and help me empty my wine collection if you like.
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:cheers:
I'm there. No really I'm posting this from your garage.
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Those screenies look lovely - I also love radial blurs, anyone know why im getting a problem finding dx9_31.dll
Cheers,
Clyde.
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You need to install the latest DirectX drivers.
http://www.microsoft.com/downloads/details.aspx?FamilyID=cb7397f3-0949-487b-9247-8fee451bf952&DisplayLang=en (http://www.microsoft.com/downloads/details.aspx?FamilyID=cb7397f3-0949-487b-9247-8fee451bf952&DisplayLang=en)
Or you can try just grabbing that one file and putting it in the folder with the exe
http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_31 (http://www.dll-files.com/dllindex/dll-files.shtml?d3dx9_31)
Jim