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New OpenGL Demo Posted


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#1 Reedbeta

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Posted 16 July 2005 - 09:41 PM

Hello everyone. I've posted a new OpenGL demo on my website:

http://pages.pomona.edu/~nrr02004/

This latest demo exhibits two independent, omnidirectional light sources circling around a room. Both light sources are shadow mapped, using an unrolled cube map so that they can cast shadows in all directions. There is per-pixel lighting and a fragment shader is used to perform the shadow lookup.

Maybe this and the other demos on the site will be of interest to someone =)
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#2 Methulah

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Posted 17 July 2005 - 03:19 AM

very nice work, you have some interesting demos there.

Are you making an engine, and at what stage is it at??

Some fo those shots look a lot like the Gaziol Engine. Again, Nice work!
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#3 Reedbeta

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Posted 17 July 2005 - 08:36 AM

Not really making an engine at this point - just developing demos that will eventually become components of an engine :D

I can't find the Gaziol Engine on google...what is it?
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#4 Methulah

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Posted 18 July 2005 - 06:52 AM

devmasters little bit about it...
Clicky

the homepage...
clicky

some screenies...
specular and normal mapping
character with normal mapping in the background

the simlilarity between your shader demos and the specular/bump pciture is visible, although I like yours a lot more.

Again, nice work.
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#5 Reedbeta

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Posted 18 July 2005 - 03:16 PM

Interesting...yeah, I haven't gotten to skinned meshes or characters yet, and I have no art skills so I'm working with "stolen" textures =D Most of what I've been doing for the last few months or so is playing with shaders, just teaching myself how to implement various techniques, but I think I will start on something more ambitious soon.
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#6 Methulah

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Posted 19 July 2005 - 08:21 AM

Well if you ever find yourself with tonnes of time and a deep longing to write shaders for someone, just give me a call :D
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#7 Mihail121

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Posted 19 July 2005 - 10:34 AM

Very nice demo i should say, runs pretty smooth too. I also took a look at the other demos on your site and i was really impressed! Keep up the good work!

#8 Reedbeta

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Posted 19 July 2005 - 03:27 PM

Thanks :D
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#9 Kryogen

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Posted 24 July 2005 - 07:38 AM

I was thinking about downloading these as a proxy tutorial. Reed, do they use a public engine or your own implementation?

-Kryogen

#10 Reedbeta

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Posted 24 July 2005 - 07:52 AM

It's all my own code. I use a couple of custom file formats, and the code for reading/writing these is included as well.
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#11 Methulah

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Posted 25 July 2005 - 04:41 AM

how hard is advanced HLSL, because I triad a tutrorial for a basic/normal mapping shader and found it really really easy to undertand. Would it be possible to make a sky shader using volumetric fog/textures/lighting/flare generating fog and textures procedurally?

Would this be impossible or just very, very difficult?
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#12 Reedbeta

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Posted 25 July 2005 - 05:40 AM

I work with GLSL, not HLSL, but I suspect they're pretty similiar. Sure you could make a shader like that, as long as you have all the textures and maths. It might not run very fast though.
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#13 Methulah

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Posted 25 July 2005 - 09:40 AM

It would be the whole sky so I can handle a bit of frame rate eatage from this. This is probably hijaking your thead, but is it possible to set rules for procedurally generated textures (eg: clouds gathering around the horizons during sunrise?).
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#14 Ed Mack

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Posted 25 July 2005 - 09:51 AM

For a sky, a vertex shader would do a nice job of creating the colour gradients given the sun position. For the clouds, you could create a pixel shader to proceedurally create perlin noice in an offscreen texture buffer, then use it as a texture when submitting the sky-dome geometry.

For realism in your clouds, you may want to look into ray-tracing on the gpu - but this probably wont suit older technology.

#15 Methulah

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Posted 25 July 2005 - 10:42 AM

Bah, older technology isn't what I am looking to cater for, thanks heaps for your help, I will research and get in contact with my programmer. =)
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#16 Ed Mack

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Posted 26 July 2005 - 04:28 PM

Also, look up the wealth of atmospheric scattering papers. They give a lot of detail on how the skydome and fog colouring should work - if you condense the maths into some dirty approximations you'll end up with a very satisfying simulation.

#17 Methulah

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Posted 27 July 2005 - 04:54 AM

thanks heaps, i'll check that out.
Django Merope-Synge :: django@white-epsilon.com
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