Always wanted to try this out, but the downloads page is empty. SVN also doesn't work.
Re: Shadow Mapping in Source
Posted: Tue Mar 05, 2013 12:55 pm
by joe_rogers_11155
Somebody HELP THIS MAN
Re: Shadow Mapping in Source
Posted: 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
Re: Shadow Mapping in Source
Posted: 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
Posted: 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
Remember to enable texture filtering on your snapshots to reduce aliasing!
Re: Shadow Mapping in Source
Posted: Sun Mar 24, 2013 5:33 pm
by SM Sith Lord
I would love to do that once I figure out how.
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
Posted: 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
Posted: 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
Posted: 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
Posted: 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
Posted: Fri May 31, 2013 2:49 pm
by levan563
Hey how are progress?
Re: Shadow Mapping in Source
Posted: 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
Posted: 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
Posted: 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.
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):