Author Topic: Shaders and effects  (Read 34239 times)

Offline barter1113

  • New Vegas fanatic =)
Re: Shaders and effects
« Reply #30 on: November 13, 2011, 09:40:45 am »
Johnyybravo ok - good luck. I wish to have a knowledge and do something... :(

Re: Shaders and effects
« Reply #31 on: November 13, 2011, 10:57:12 am »
Johnyybravo ok - good luck. I wish to have a knowledge and do something... :(
It's not hard to check any of existing tutorials on the internet and learn something. Knowledge is in your arms reach :> Maybe it's perfect time to make deep relationship with her?
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Offline Johnnybravo

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Re: Shaders and effects
« Reply #32 on: November 13, 2011, 09:11:42 pm »
Actually the language itself is mostly subset of C, so it's fairly simple. However 3D graphics are always about fairly complicated mathematical operations.
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Re: Shaders and effects
« Reply #33 on: November 14, 2011, 12:47:01 pm »
Actually the language itself is mostly subset of C, so it's fairly simple. However 3D graphics are always about fairly complicated mathematical operations.

Is it Light-C and are you talking about idealised, only-in3d-graphics plenoptic geometrical functions, Johnny?
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Offline Johnnybravo

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Re: Shaders and effects
« Reply #34 on: November 14, 2011, 03:22:14 pm »
Not really, but the most vector/matrix operations make people more busy than remembering and understanding syntax and semantics of language, even though they met the former at school already while are new to later.
Also take note that shaders are not limited with their usefulness to 3D graphics, it's possible to operate with sprites as well. For example it's possible to shift colors on bluesuit and make it redsuit without touching sprites or breaking non-cloth parts (eg. extract blue dominant pixels and make them red).

By the way, from SVN log it's apparent Fonline is going to have windows specific libs replaced by portable ones, and D3D is going to be replaced by OpenGL. This also means there will be GLSL rather than HLSL.
For 3D developers it shouldn't really make much if any difference though.
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Re: Shaders and effects
« Reply #35 on: November 14, 2011, 05:39:20 pm »
I think it would make a difference, if it would allow alpha channels. Forgive if i ask, but does FOnline support the alpha channels at the moment, did i missed something, perhaps?
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Offline Johnnybravo

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Re: Shaders and effects
« Reply #36 on: November 14, 2011, 06:19:46 pm »
You already have support for those. Samplers give you RGBA, so you might use it as you desire. And yes people did some testing and PNGs with transparency were loaded correctly, and I have no doubts that TGA will not cause any problems either.
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Offline Karpov

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Re: Shaders and effects
« Reply #37 on: November 26, 2011, 02:28:39 am »
Yes, in fact I used alpha channels for the muzzleflash effect, in TGA format.

Re: Shaders and effects
« Reply #38 on: December 15, 2011, 02:02:38 pm »
do You know if it is possible to apply some kind pixelisation on model?

I'm trying to achieve somekind of dirty look and pixelisation I've found textures are stretched when squared, first square pixel I get when I used 512x256 and it also have some kind of smoothing (what is wrong for fallout 2 but good for fallout 3 ;> )



on this image in "how it should look like" i didn't reflect model shape, but it is general idea
« Last Edit: December 15, 2011, 02:07:49 pm by baaelSiljan »
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Offline Johnnybravo

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Re: Shaders and effects
« Reply #39 on: December 15, 2011, 02:21:43 pm »
Idea is to buffer render the first in low resolution and then scale it using 'nearest' filter. One should just ask nicely cvet to do it :>.
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Offline Lexx

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Re: Shaders and effects
« Reply #40 on: December 15, 2011, 05:31:36 pm »
This should be done with shaders, not on texture. The zoom-in stuff is a bit more complicated, as far as I've heard, but should be possible as well.

Offline Johnnybravo

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Re: Shaders and effects
« Reply #41 on: December 16, 2011, 12:47:27 am »
Rendering object smaller than it should be and then rescaling it just by texture mapping functions is the fastest way.
For shader approach you'd need to approach whole scene as a texture to pixelizate it, which I'm not sure if possible at this moment.
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« Last Edit: December 16, 2011, 01:17:54 pm by baaelSiljan »
no Wez no fun...
http://rudo-brody.pl/uploads/2011-12-24_0012.png
everyday my english loose 1point :/

Re: Shaders and effects
« Reply #43 on: December 16, 2011, 03:18:28 pm »
Imho it should be optional. I - for example - Don't like staring at pixels, especially with option to zoom in. It ruins my immersion. If I want ol' good 2d pixelized Fallout 2 I just run Fo2.exe from my desktop.
Don't call me your brother
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We fell from different cunts,
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Offline Lexx

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Re: Shaders and effects
« Reply #44 on: December 16, 2011, 04:21:18 pm »
If it's done via shaders, it is optional. Everyone can write and use their own shaders or no shaders at all, because it's client side.