Closed GoogleCodeExporter closed 9 years ago
Original comment by Kai.Saerthen.Darker
on 15 May 2010 at 7:06
Original comment by Kai.Saerthen.Darker
on 16 May 2010 at 11:36
Original comment by Kai.Saerthen.Darker
on 16 May 2010 at 11:37
Original comment by Kai.Saerthen.Darker
on 14 Jun 2010 at 8:44
Также люди просили бликов, бампа и SSAO. Было
бы неплохо.
Original comment by Kai.Saerthen.Darker
on 3 Aug 2010 at 4:13
Original comment by Kai.Saerthen.Darker
on 4 Aug 2010 at 7:55
Original comment by korn...@gmail.com
on 23 Aug 2010 at 3:25
Нужно на GLSL, дабы не тащить ещё две
дополнительные библиотеки - огровский
плагин и Cg.
Original comment by korn...@gmail.com
on 24 Aug 2010 at 5:54
Огровский - это который, как я понял,
RTShaderSystem. Как я понял, там всё на Cg.
Original comment by korn...@gmail.com
on 24 Aug 2010 at 8:48
Original comment by deval...@gmail.com
on 13 Jan 2011 at 9:03
[deleted comment]
Тени не настолько ужасны, подождут 0.8
версии.
Original comment by Kai.Saerthen.Darker
on 1 Feb 2011 at 8:36
http://www.ogre3d.org/docs/manual/manual_72.html#SEC324
Текстурные тени быстрее, красивее и более
гибкие. В частности, потому что считаются
на видеокарте (если она умеет) и не так
сильно зависят от количества полигонов в
кадре.
Нужно разобраться как их использовать и
вынести галкой в настройки видео. Это
вопрос не только красоты теней, но и
оптимизации.
Original comment by Kai.Saerthen.Darker
on 14 Apr 2011 at 3:54
Try to use directional lights.
Original comment by korn...@gmail.com
on 21 May 2011 at 5:38
With spotlight I get this.
Texture shadow type still casts no shadows.
Original comment by korn...@gmail.com
on 21 May 2011 at 6:01
Attachments:
Ok. I just had to mEntityGround->setCastShadows(false), because, citing OGRE
manual:
If you're not using depth shadow mapping, OGRE divides shadow casters and
receivers into 2 disjoint groups. Simply by turning off shadow casting on an
object, you automatically make it a shadow receiver (although this can be
disabled by setting the 'receive_shadows' option to 'false' in a material
script. Similarly, if an object is set as a shadow caster, it cannot receive
shadows.
Original comment by korn...@gmail.com
on 21 May 2011 at 6:24
Attachments:
I'll have a look at SamplesBrowser for an example shader based lighting where
texture shadow type is working eye pleasingly.
Original comment by korn...@gmail.com
on 21 May 2011 at 8:53
There's Shadows example. The desired result is as follows:
Technique: Texture
Lighting: Additive
Projection: Uniform Focused
Material: Depth Shadowmap
Original comment by korn...@gmail.com
on 21 May 2011 at 9:09
That's how it looks like.
Original comment by korn...@gmail.com
on 21 May 2011 at 9:13
Attachments:
Here's the patch that makes use of texture shadow type instead of stencil one
in Mahjong.
Original comment by korn...@gmail.com
on 22 May 2011 at 5:11
Attachments:
"This may be usefull." (c) Shepard
http://ogre3d.org/forums/viewtopic.php?t=39809&sid=7938d624f6f1d2c3363f0734152f5
1d8
Original comment by Kai.Saerthen.Darker
on 6 Jun 2011 at 5:12
Some more usefull links:
NVidia shader library (HLSL, CgFX) -
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
GLSL shader creation tool from AMD (with lots of examples) -
http://developer.amd.com/archive/gpu/rendermonkey/pages/default.aspx
Original comment by Kai.Saerthen.Darker
on 6 Jun 2011 at 5:22
more OpenGL shader examples:
http://nopper.tv/opengl.html
Original comment by Kai.Saerthen.Darker
on 6 Jun 2011 at 5:49
We need sonething lite this:
http://www.punkuser.net/vsm/
The example uses GLSL, so we can use something like it without additional
dependences.
Original comment by Kai.Saerthen.Darker
on 6 Jun 2011 at 5:57
Original comment by korn...@gmail.com
on 8 Jun 2011 at 5:07
Original comment by Kai.Saerthen.Darker
on 8 Jun 2011 at 5:29
Original comment by korn...@gmail.com
on 9 Jun 2011 at 1:06
GLSL tutorial: http://www.lighthouse3d.com/tutorials/glsl-tutorial/?intro
Original comment by korn...@gmail.com
on 4 Jul 2011 at 4:05
http://zach.in.tu-clausthal.de/teaching/cg_literatur/glsl_tutorial/index.html
Original comment by korn...@gmail.com
on 16 Aug 2011 at 9:57
http://www.ogre3d.org/tikiwiki/Snippets
Original comment by korn...@gmail.com
on 17 Aug 2011 at 5:45
I guess it worths creating some tutorial for GLSL Shaders in OGRE.
Original comment by korn...@gmail.com
on 17 Aug 2011 at 5:53
continue the working glsl tutorial. rewrite it correctly and understand each
line.
Original comment by korn...@gmail.com
on 17 Aug 2011 at 10:10
continue the working glsl tutorial. rewrite it correctly and understand each
line.
Original comment by korn...@gmail.com
on 17 Aug 2011 at 10:11
continue the working glsl tutorial. rewrite it correctly and understand each
line.
Original comment by korn...@gmail.com
on 17 Aug 2011 at 10:13
continue the working glsl tutorial. rewrite it correctly and understand each
line.
Original comment by korn...@gmail.com
on 17 Aug 2011 at 10:14
continue updating.
Original comment by korn...@gmail.com
on 18 Aug 2011 at 5:50
reached "Shader examples"
Original comment by korn...@gmail.com
on 20 Aug 2011 at 6:43
continue from "Toon Shader - Version II".
Original comment by korn...@gmail.com
on 20 Aug 2011 at 7:39
almost done
Original comment by korn...@gmail.com
on 24 Aug 2011 at 3:31
http://steps3d.narod.ru/tutorials/vsm-tutorial.html
http://http.developer.nvidia.com/GPUGems3/gpugems3_ch08.html
Original comment by korn...@gmail.com
on 24 Aug 2011 at 10:23
http://www.gamedev.ru/code/terms/SM
Original comment by korn...@gmail.com
on 24 Aug 2011 at 10:45
done. read about ogre materials.
Original comment by korn...@gmail.com
on 25 Aug 2011 at 2:39
check phong shading setting in material.
Original comment by korn...@gmail.com
on 25 Aug 2011 at 10:06
check phong shading setting in material.
Original comment by korn...@gmail.com
on 25 Aug 2011 at 10:06
try 'max_anisotropy' in texture unit. by default it's 1. the manual says smth
about relation to anisotropic filtering. may be when it's 1 anisotropic doesn't
compensate enough, i.e., no visual difference between trilinear and anisotropic.
Original comment by korn...@gmail.com
on 26 Aug 2011 at 5:25
try shaders in ogre.
Original comment by korn...@gmail.com
on 27 Aug 2011 at 9:47
per pixel lighting works.
reading on shadows.
Original comment by korn...@gmail.com
on 30 Aug 2011 at 3:08
dig: http://www.ogre3d.org/forums/viewtopic.php?f=5&t=50786
Original comment by korn...@gmail.com
on 30 Aug 2011 at 10:08
http://www.ogre3d.org/tikiwiki/Custom+Shadow+Mapping
Original comment by korn...@gmail.com
on 30 Aug 2011 at 11:34
использовал шейдеры per pixel lighting для
некоторых фишек из примеров lighthouse3d, и при
определённых наклонах камеры получаются
артефакты. возможно, там не предполагается
такой поворот камеры.
Original comment by korn...@gmail.com
on 30 Aug 2011 at 12:08
Original issue reported on code.google.com by
Kai.Saerthen.Darker
on 15 May 2010 at 6:58