Horde3D

Next-Generation Graphics Engine
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PostPosted: 07.04.2008, 22:15 
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Here's a (temporary) link to my XCode projects should anyone be interested.

Horde3D 0.15.0 XCode Project

It's loosely based on swiftcoder's work, but with my own little twist (no longer needs to install the horde3d framework separately, and no absolute paths)


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PostPosted: 08.04.2008, 04:21 
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Vurlix wrote:
It's loosely based on swiftcoder's work, but with my own little twist (no longer needs to install the horde3d framework separately, and no absolute paths)
Out of interest, where were those absolute paths? I thought I had eliminated them.


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PostPosted: 08.04.2008, 12:26 
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swiftcoder wrote:
Vurlix wrote:
It's loosely based on swiftcoder's work, but with my own little twist (no longer needs to install the horde3d framework separately, and no absolute paths)
Out of interest, where were those absolute paths? I thought I had eliminated them.



Horde3D-Info.plist
Knight-Info.plist

those had absolute paths to /Users/tristam/Developer/Horde3D/XCode/*.plist


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PostPosted: 09.04.2008, 23:59 
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What do you see in debug view? I get only bounding boxes so far, so I think we will have to tweak the built-in debug shaders.

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PostPosted: 10.04.2008, 01:08 
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In debug mode I see light sources and wireframe meshes (no mesh animation, but like moving statues) inside bounding boxes.

Debug view screenshot


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PostPosted: 10.04.2008, 01:52 
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Vurlix wrote:
In debug mode I see light sources and wireframe meshes (no mesh animation, but like moving statues) inside bounding boxes.
That is what I should be seeing. Damn, and I can't find a thing wrong with the debug shaders - they upload successfully and are set correctly, nothing in the logs either.

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PostPosted: 10.04.2008, 20:45 
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Update: I've further tracked down the issue to the AMBIENT shader contexts of skinning.shader.xml and parallax.shader.xml. Without AMBIENT, the samples run at the expected speed but the pedestrian and stone textures are translucent. I think that's normal with AMBIENT removed, but correct me if i'm wrong. More testing underway.


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PostPosted: 11.04.2008, 23:21 
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I can't figure it out. I give up. All I can do now is pray to the shader gods.

This is the best I can come up with: Screenshot. That's pure 0.15.0 except the removed AMBIENT contexts for skinning.shader.xml and parallax.shader.xml. Samples run at expected framerates but obviously the translucency issue kinda sucks. No other funky glitches to be seen.


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PostPosted: 11.04.2008, 23:31 
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Joined: 10.09.2006, 15:52
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Thank you very much for your efforts! The shots are already quite close to what they should look like. The transparency really comes from the fact that you disabled the ambinet pass and that the lighting pass is additive. I wonder why the AMBIENT context doesn't work. Actually it doesn't do anything more than making a lookup in a cube map with the normal vector...


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PostPosted: 12.04.2008, 12:24 
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Vurlix wrote:
I can't figure it out. I give up. All I can do now is pray to the shader gods.

Afraid I am in much the same boat at the moment. Everything works, just extremely slowly, and no debug view.

If you are willing to try a few more things, try commenting out the cubemap and cubemap lookup in he AMBIENT pass of skinning and paralax:
Code:
            uniform sampler2D tex0;
            //uniform samplerCube tex7;
            //varying vec3 tsbNormal;
            //varying vec4 pos;
            varying vec2 texCoords;

            void main( void )
            {
               vec3 albedo = texture2D( tex0, texCoords ).rgb;
               
               gl_FragColor.rgb = albedo; // * textureCube( tex7, tsbNormal ).rgb;
            }

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PostPosted: 12.04.2008, 19:36 
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swiftcoder wrote:
If you are willing to try a few more things, try commenting out the cubemap and cubemap lookup in he AMBIENT pass of skinning and paralax


Yes! I am willing to try any suggestion from anyone. I tried what you suggested, but it had no effect.


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PostPosted: 12.04.2008, 20:32 
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Horde3D 1.0.0b1 still renders the same as 0.15.0 :\


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PostPosted: 12.04.2008, 23:25 
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Vurlix wrote:
Horde3D 1.0.0b1 still renders the same as 0.15.0 :\

1.0.0b1 also renders identically to 0.15.0 on my ATI. I was rather hoping for a miracle ;)

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PostPosted: 15.04.2008, 21:04 
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Joined: 22.11.2007, 17:05
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Success! At last...

I finally happened to notice the source of all my performance troubles on the terrain sample, and now my frame rates are back in the triple digits where they belong! It turns out that the detail texture was actually 512x513 pixels, which was triggering a software fallback for NPOT textures on my card. You might want to resize that image in the distro...

On that note, I am going to package up a binary and developer package for 1.0.0b1, using Vurlix's suggestions. Hopefully will be ready in a day or two.

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PostPosted: 16.04.2008, 00:17 
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Joined: 13.11.2007, 11:07
Posts: 1150
Location: Germany
Congratulations! I've fixed it in the SVN.


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