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Re: Shadow Mapping in Source

PostPosted: Tue Mar 05, 2013 11:57 am
by jimonions
Always wanted to try this out, but the downloads page is empty. SVN also doesn't work.

Re: Shadow Mapping in Source

PostPosted: Tue Mar 05, 2013 12:55 pm
by joe_rogers_11155
Somebody HELP THIS MAN

Re: Shadow Mapping in Source

PostPosted: Sat Mar 23, 2013 6:30 pm
by SM Sith Lord
Put in some work on my mod today. I got a material shader that can load snapshots of websites or images, soon to be live webviews. Looks awesome being projected from the light source :D

Image
Image

Re: Shadow Mapping in Source

PostPosted: Sat Mar 23, 2013 11:51 pm
by joe_rogers_11155
it seems to me that a special ability like that would be best for unidirectional projections, ie onto a movie screen or onto the floor. amazing ability though.

Re: Shadow Mapping in Source

PostPosted: Sun Mar 24, 2013 4:47 am
by dark0r
SM Sith Lord wrote:Put in some work on my mod today. I got a material shader that can load snapshots of websites or images, soon to be live webviews. Looks awesome being projected from the light source :D

Image
Image

Remember to enable texture filtering on your snapshots to reduce aliasing!

Re: Shadow Mapping in Source

PostPosted: Sun Mar 24, 2013 5:33 pm
by SM Sith Lord
I would love to do that once I figure out how. :D

The webview is rendered onto a procedural texture. Is there a way to enable texture filtering on a procedural texture?

Re: Shadow Mapping in Source

PostPosted: Tue May 07, 2013 7:53 pm
by SM Sith Lord
Here's a YouTube video of the projector light playing back a video with volume light effects in Anarchy Arcade:

Re: Shadow Mapping in Source

PostPosted: Tue May 07, 2013 9:14 pm
by Epifire
Looks great, Sith Lord. I like how you also have an arcade for The Old Republic too.

Re: Shadow Mapping in Source

PostPosted: Wed May 08, 2013 3:36 am
by MrTwoVideoCards
Dude, sexy. Also yeah we should move the deferred mod to it's own thread Gary.

Re: Shadow Mapping in Source

PostPosted: Wed May 08, 2013 4:22 pm
by Gary
I think I can split threads. I can try ripping all of the deferred talk to it's own. I've wanted to do this for a while now, cause deferred mod does way more than touch shadow mapping. Give me a little bit.

Alright, no good. I'll have to get someone else to later. I got a weird error when trying.

Re: Shadow Mapping in Source

PostPosted: Fri May 31, 2013 2:49 pm
by levan563
Hey how are progress?

Re: Shadow Mapping in Source

PostPosted: Fri May 31, 2013 7:17 pm
by MrTwoVideoCards
Nothing new so far for deferred or gary's stuff (I think). There will be some stuff soon for deferred though.

Re: Shadow Mapping in Source

PostPosted: Fri May 31, 2013 7:20 pm
by Gary
Go ahead and make a new thread for it when you guys update it.

I haven't done anything new lately. I might try to work on my improved env_global_light again.

Re: Shadow Mapping in Source

PostPosted: Tue Jun 04, 2013 3:38 pm
by Botolf
Recently poking around in SwarmDeferred again, though I'm stumped on a (most probably) trivial setup issue. I'm on revision 59 and build works for me without incident, but I seemingly have summoned the shaderpocalypse compiling src.

Code: Select all
Shader 'shaders\fxc\shadowpass_vs30.vcs' - Couldn't load combo 192 of shader (dyn=24)
Shader 'shaders\fxc\shadowpass_ps30.vcs' - Couldn't load combo 12 of shader (dyn=3)
Shader 'shaders\fxc\shadowpass_vs30.vcs' - Couldn't load combo 384 of shader (dyn=24)
Shader 'shaders\fxc\shadowpass_ps30.vcs' - Couldn't load combo 24 of shader (dyn=3)
Shader 'shaders\fxc\shadowpass_ps30.vcs' - Couldn't load combo 6 of shader (dyn=3)
Shader 'shaders\fxc\volumpass_point_ps30.vcs' - Couldn't load combo 2020 of shader (dyn=4)
Shader 'shaders\fxc\volumpass_spot_ps30.vcs' - Couldn't load combo 2020 of shader (dyn=4)

Couldn't load vertex shader radiosity_gen_vs30
Couldn't load pixel shader radiosity_gen_global_ps30
Couldn't load vertex shader debug_radiosity_grid_vs30
Couldn't load pixel shader debug_radiosity_grid_ps30
Couldn't load vertex shader radiosity_propagate_vs30
Couldn't load pixel shader radiosity_propagate_ps30
Couldn't load pixel shader radiosity_propagate_ps30
Couldn't load pixel shader radiosity_blend_ps30


Found the missing pixel shaders in the src directories, but that hasn't amended the other shader errors or the situation seen here (plus crashes if I move too much from the spawn, though I figure that's related):

Image


Any idears?

Re: Shadow Mapping in Source

PostPosted: Thu Jun 06, 2013 5:54 am
by MrTwoVideoCards
Did you compile the shaders correctly?