This is a playable demo of normalmaps and depthmaps in Spring, using GLSL. It isn't a game, it's tech demo.
This has two GLSL shader implementations based on failure to compile, which, depending on whether you have nicer hardware than mine, you'll see one or the other. I don't have a switcher built yet, and probably won't bother, since this is just a tech demo.
The first is Kloot's code, as intended. The second, which just does normalmaps, and lacks self-shadows (I keep meaning to write a new shader just for that task, but I've been a little short on time) is my cut-down version, which is still a lot prettier than Spring's default ARB shader.
99% of the hard work and mental perspiration on this project was Kloot's. As you folks probably know, I did some early work on this topic, but Kloot got Spring working correctly with the features, and I've been waiting until P.U.R.E. calmed down a bit to finally get it in front of people. Since that doesn't seem to be happening and I'm still really busy... I decided that today I'd quit procrastinating and release this test for people to evaluate, and proceed from there.
I want testing results from folks. Screenshots and infologs- if it works, show us that it's working, and please let me know what hardware. If it breaks terribly, please let me know that, too, with infologs and screens.
This is a pretty important feature for Spring, in terms of looks, so the more testing that can be done, the better it'll get, and the better it gets, the better Spring games can look. Please help test this.
Last edited by Argh on 07 Jul 2009, 00:10, edited 9 times in total.
Try unzipping it to SDD, and deleting my lighting Gadget, just to make sure that that isn't the problem.
Trying to think if anything else could possibly causing it to just plain crash... I just tested with fresh ArchiveCache, and it's not a dependency issue or something silly like that, it still works just fine. Weird. I guess that's why we're testing
[ 0] GLSL Light Shader FailedVertex shader failed to compile with the following errors: ERROR: 0:6: '-' : wrong operand types no operation '-' exists that takes a left-hand operand of type '3-component vector of float' and a right operand of type '4-component vector of float' (or there is no acceptable conversion) ERROR: compilation errors. No code generated.
[ 0] Loaded gadget: GLSL Lighting <glsl_lighting.lua> [ 0] [unit_normalmap_shader:Initialize] shader1 compilation failed [ 0] Fragment shader failed to compile with the following errors: WARNING: 0:26: '' : Built-in funtion 'Transpose' is not supported in implicit GLSL version number 110 ERROR: 0:33: '=' : assigning non-constant to 'const float' ERROR: 0:85: 'assign' : cannot convert from 'const float' to '3-component vector of float' ERROR: compilation errors. No code generated.
[ 0] [unit_normalmap_shader:Initialize] shader2 compilation failed [ 0] Fragment shader failed to compile with the following errors: WARNING: 0:28: '' : Built-in funtion 'Transpose' is not supported in implicit GLSL version number 110 ERROR: 0:62: 'assign' : cannot convert from 'const float' to '3-component vector of float' ERROR: compilation errors. No code generated.
Version 2. Tried to fix the lighting shader by addressing the "inherent conversion" bug by making the operation explicit. Please re-download and test, imbazcek, I'd like to know if the lighting works on ATi finally.
Put the lighting shader in and active. I'll go look at Kloot's GLSL next.
It looks like it compiled the GLSL for the lighting shader. Can you test whether that works, with the latest build? I'll see about removing that upvalue.
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