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mrboliao
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« Reply #20 on: October 17, 2006, 05:03:10 AM » |
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The archive sees to be broken for me...
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AGT
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« Reply #21 on: October 17, 2006, 05:27:29 AM » |
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works fine for me... anyway, PM your email if you want I can email it to you 
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patrickrho
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« Reply #22 on: October 17, 2006, 08:45:56 AM » |
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c# demo runs sooooo slow below 30fps on my comp...
wow...
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Henry David Thoreau: Quotes on Vision I would give all the wealth of the world, and all the deeds of all the heroes, for one true vision.
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Zaknafein
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« Reply #23 on: October 17, 2006, 09:09:28 AM » |
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Hm, what setup do you have? Either the glow or the stencil shadows or the normal-mapping is killing your framerate.
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patrickrho
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« Reply #24 on: October 17, 2006, 09:59:31 AM » |
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yea
glow stencil and normal are killing my fps
especially stencil...
ive noticed the stencil being very slow in TV why is that
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Henry David Thoreau: Quotes on Vision I would give all the wealth of the world, and all the deeds of all the heroes, for one true vision.
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Zaknafein
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« Reply #25 on: October 17, 2006, 11:05:53 AM » |
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TV's stencils are not slow, stencils are slow... That's why some of us are looking into shadowmapping  Making stencils mean extruding the geometry of all the shadow-casting objects, so that means a whole lot more polygons to render. Moreover, the extruding operation is done on the CPU (at least I think so) which makes it even slower. Edit : You didn't mention which system you had. What's your CPU speed and (more importantly) GPU?
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patrickrho
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« Reply #26 on: October 17, 2006, 12:56:38 PM » |
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yeap in Ogre whenever i create the polygon edge for the stencils the polycount goes huge...hehe
but then again, the stencils in Ogre is faster for some reason for me..
my system is
AMD 64 3700+ ATI Radeon 9800 128mb 1GB of ram
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Henry David Thoreau: Quotes on Vision I would give all the wealth of the world, and all the deeds of all the heroes, for one true vision.
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Ves
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« Reply #27 on: October 17, 2006, 04:04:41 PM » |
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Thank you so much for this.
This really shows off some of the cooler features of TV 6.5. A 5min read through this source and you have answered some major questions for me as to how to do certian things. I am practically weeping at the amount of time I wasted trying to figure out why specular lighting never worked (Light.SetSpecularLighting(true); God I wish I knew about that earlier). The lack of documentation in 6.5 was killing me but this has more than made up for it. Thanks AGT for this and especially you Zak for converting it. You've probably saved poor Sylvian a ton of time by keeping my newb questions out of IRC.
Good Job guys....
Ves
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AGT
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« Reply #28 on: October 17, 2006, 04:20:06 PM » |
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Yeah, best way to learn, are easy tutorials some times 
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aviles22
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« Reply #29 on: October 17, 2006, 10:19:43 PM » |
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I downloaded the file(THE ORIGINAL ONE IN VB.NET)
Getting this error when trying to extract: ! C:\Documents and Settings\Tony Aviles\Desktop\TV3D Samples\Demo1\Demo.rar: Unexpected end of archive
I really want this demo!
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Zaknafein
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« Reply #31 on: October 19, 2006, 07:10:25 PM » |
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Very cool!! Aha looks like the pilot needs some flying lessons... :|
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darkforever
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« Reply #32 on: October 19, 2006, 07:33:18 PM » |
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 yeah it's a bit difficult to drive and while capturing the video(below 60 fps), the simulation is a bit disturbed.
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AGT
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« Reply #33 on: October 19, 2006, 07:59:28 PM » |
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That's great! 
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aviles22
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« Reply #34 on: October 20, 2006, 06:44:09 AM » |
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Is the Helipcopters movement done with TVPhysics or only when it crashes into the Landscape? I can see that the targets blowing up are used with TVPhysics.
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darkforever
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« Reply #35 on: October 20, 2006, 07:08:50 AM » |
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movement is also with physics of course but it is suffering from the frame rate sometimes, you can suddenly find yourself on the ground like in the video.
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aviles22
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« Reply #36 on: October 20, 2006, 10:28:22 PM » |
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Zaknafein Wrote: Removed the shader, because it was useless; specular normal-mapping is supported out of the box by TV6.5
OK I was looking for the shader in the C version of this demo because the original VB demo ZIP is broken.
I then read Zaknafein quote above about not needing the Shader because TV specular normal_mapping does the same effect as the shader.
I cant the C designer and I am very anxious to see how the specular normal_mapping was created in code to achieve this nice effect?
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Zaknafein
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« Reply #37 on: October 20, 2006, 11:22:07 PM » |
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I cant the C designer and I am very anxious to see how the specular normal_mapping was created in code to achieve this nice effect? You can't the C designer? There's probably a mistake in there because it doesn't mean anything. Do you want to know to create the TVShader effect that replicates TV's built-in effect, or how to make TV's built-in effect work?
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AGT
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« Reply #38 on: October 20, 2006, 11:29:34 PM » |
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Do you want to know to create the TVShader effect that replicates TV's built-in effect, or how to make TV's built-in effect work? I think he means the first.
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aviles22
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« Reply #39 on: October 21, 2006, 12:40:32 AM » |
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Yeah the first Please.
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