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Posted: Tue Nov 10, 2009 10:58 am
by devsh
just a word about what i will submit this month... I already started copying the trees

http://www.vimeo.com/2655700

wi can do crysis godrays and light scattering.. also fin extrusion as stated in GPU gems 3 with geometry shaders

Posted: Wed Nov 11, 2009 7:30 pm
by devsh
Parallax Occlusion Mapping with fin extrusion :) having phun

Image

Posted: Wed Nov 11, 2009 9:19 pm
by Eigen
Devsh, it's looking nice. You seem to know what you're doing. The texture looks a little stretched though ..

Posted: Wed Nov 11, 2009 9:53 pm
by Virion
devsh does that increase the number of polygon?

Posted: Thu Nov 12, 2009 7:42 am
by devsh
yeah by 2 on every triangle that is perpendicular to the camera...

it's not a lot trust me

for a 12 triangle cube it will be +8 best case and +16 worst but as the polycount gets larger and the mesh is irregular the fin polycount is much lower than the mesh's polycount

also a word on geometry shaders, on that grass demo I outputed 56 cloned triangles for every real triangle and still no change to FPS, while here i output only 2 trigs every triangle that is perpendicular.

Posted: Thu Nov 12, 2009 6:05 pm
by devsh
also what you might find is that the fps is 5 when the edge occupies half the screen at 1600 resolution, but does not have any impact when the object is at sensible distance (when the edge was as close as in the screenshot the fps was 76)

ghost house

Posted: Sat Nov 14, 2009 4:34 am
by Serg88
i try a luck :)))
one of my first screenshoots, call him a "ghost house"
this is a great work of art, skip it - terrible sin:))

Image

click to enlarge

Re: ghost house

Posted: Sat Nov 14, 2009 1:31 pm
by m_krzywy
Serg88 wrote:i try a luck :)))
one of my first screenshoots, call him a "ghost house"
this is a great work of art, skip it - terrible sin:))

Image

click to enlarge
detailmap3 <3

Posted: Sat Nov 14, 2009 2:59 pm
by randomMesh
Hi,

i found time to work on my boids demo the last few days.

From the changes.txt:

Code: Select all

. compiles now with 1.6 and above
. fixed memory leak in Teleporter
. fixed memory leak in Forest
. new menu and options state.
. improved boids ai
. camera can now be inverted on the fly
. improved performance
. some minor bug fixes
. now uses Irrlicht's geometry creator for the boid meshes
. added more lights, app is more shiny in general
. cleaned the code a bit
. particle.bmp is now pot
And here's a random screenshot
Image

Posted: Sat Nov 14, 2009 9:41 pm
by devsh
LAdies && Gentlemen....

I'm hi-jacking the competition

Image

Posted: Sun Nov 15, 2009 1:24 am
by BlindSide
You need a better blur shader, dude.

Is that HDR or just a glow pass?

Posted: Sun Nov 15, 2009 7:42 am
by m_krzywy
That's fake hdr? Ogre's method?

Posted: Sun Nov 15, 2009 8:01 am
by Virion
the wood looks very flat even though it seems to have extrusion.

Posted: Sun Nov 15, 2009 9:46 am
by stefbuet
God rays are cool :P

Posted: Sun Nov 15, 2009 10:16 am
by devsh
its full HDR and i would like some constructive feedback.... and when i post images here they are blown up and therefore pixelised