Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
Works for me, pretty cool. Can we do flowing grass? :D
Yeah I'm sure you can do some fun stuff with it. Might be interesting to add distortion mapping to the engine in some form, then you could make grass sort of shift in the wind or something.
April 26th, 2013, 09:08 PM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Flowing Grass? Geometry Shader *cough*
April 26th, 2013, 09:52 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Patrickssj6
Flowing Grass? Geometry Shader *cough*
Vertex shader yes.
April 27th, 2013, 05:50 AM
Patrickssj6
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
OpenGwhateva
April 27th, 2013, 06:32 PM
ThePlague
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I want to make a map for dis.
April 28th, 2013, 04:22 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by ThePlague
I want to make a map for dis.
I'll write some documentation on all the details of making a map in 12D. But I'd kind of like some feed back on the shader creation documenation that I posted on like page 4. I want to know if its clear.
April 29th, 2013, 11:03 AM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
The specular is being a garbage 200 elo scrub but the rest of the shader system is improving.
I added a new command for difference mapping in my shader files. diff(texture, texture) returns the difference of those two textures. Allows for lightingy plasmy stuff.
April 30th, 2013, 11:05 AM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Not Inferno
I'll write some documentation on all the details of making a map in 12D. But I'd kind of like some feed back on the shader creation documenation that I posted on like page 4. I want to know if its clear.
Seems a bit complicated, but I understood it well enough.
April 30th, 2013, 03:51 PM
Not Inferno
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
Quote:
Originally Posted by Elite051
Seems a bit complicated, but I understood it well enough.
Anything I should clarify? I've added more basic math functions and I'm considering putting in the option to write straight into the GLSL shader through the games shaders as well for advanced stuff. I'm going to rewrite that documentation later with the new stuff.
The design is sort of based off of Unreal Engine 3 shaders but without the graphical interface that UE3 uses. Most of the stuff you can do with UE3 shaders can now be done with mine. :iamafag:
April 30th, 2013, 06:08 PM
Elite051
Re: I bring thee not simple rearrangements, but a whole new world of possibilities,,,
I'd like to rescind my comment. Upon viewing it on a non-mobile device, it looks much better. My complaint was not so much a critique of the documentation itself, simply its organization, which looks much better on a desktop.
In other words, its good, I'd love to see the new version.