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Frank Abbing | I knows, that OpenGL none Schattenwurf provides. but Perhaps knows Yes someone a Possibility, shadow possible simply To simulate? |
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Frank Abbing | Have what together built, but correctly. Real sees not from. Through Stencil Buffern should itself lovely Echtzeitschatten form let what about me have too what in the direction created. only correctly. understands have ichs really not and it can itself neither my imaginations properly adjust. I hope Yes still, that itself here someone Schonmal so befasst has and it explain can... |
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| So I Have of course sure yourself NEN shadow but with OGL could I the not replizieren.
one should around the shadow one Objektes To produce the Objekt from visibility the Lichquelle ablichten and on The Textur the To beschattenden items lay - hm... |
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Michael Wodrich | Perhaps helps the... [...]
as i straight there was, watts the item as in work marks...
Best wishes Michael Wodrich |
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| Programmieren, das spannendste Detektivspiel der Welt. | 08/30/06 ▲ |
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Frank Abbing | Well, everything already red and not correctly. understood. Ausserdem is for Codes GLSL (ex OpenGL 2.0) vonnöten. Tiefentexturen are too only reliefartige effects and not for gegenseitigen Schattenwurf under Grafikobjekten. |
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Frank Abbing | [quote:9b7bd5703b]one should around the shadow one Objektes To produce the Objekt from visibility the Lichquelle ablichten and on The Textur the To beschattenden items lay [/quote:9b7bd5703b] likewise works Yes Stencilschatten. only are The Codes moreover any in C++ and GLSL. Perhaps can Yes someone with C++-Kenntnissen time a code adjust, that it with Profan functions. [...] |
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| [quote:cbc2bf0039=Frank Abbing][quote:cbc2bf0039]one should around the shadow one Objektes To produce the Objekt from visibility the Lichquelle ablichten and on The Textur the To beschattenden items lay [/quote:cbc2bf0039] likewise works Yes Stencilschatten. only are The Codes moreover any in C++ and GLSL. Perhaps can Yes someone with C++-Kenntnissen time a code adjust, that it with Profan functions. [...] [/quote:cbc2bf0039]I see, lying I means with my assumption not at all so wrong.
How a OGL-scene however as bitmap abgelichtet becomes around the bitmap on a Textur To lay white I however not. |
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Frank Abbing | Well, for is even the Stencil virtual. The code lying indeed to, only is C++ not my thing. here time pieces the Codes in Profan: CompileMarkSeparation!ogl("glColorMask",~GL_FALSE, ~GL_FALSE, ~GL_FALSE, ~GL_FALSE)
Schreiben in den Depth-Buffer ausschalten code
ogl("glDepthMask",~GL_FALSE)
Stencil-Test einschalten, code
ogl("glEnable",~GL_STENCIL_TEST)
ogl("glStencilFunc",~GL_ALWAYS, 1, $FFFFFFF)
ogl("glStencilOp",~GL_KEEP, ~GL_KEEP, ~GL_INCR)
Face-Culling richtig einstellen code
ogl("glEnable",~GL_CULL_FACE)
ogl("glFrontFace",~GL_CCW)
Schatten-Volumen zeichnen
Stencil-Operation umstellen code
ogl("glStencilOp",~GL_KEEP, ~GL_KEEP, ~GL_DECR)
Face-Culling "umkehren" code
ogl("glFrontFace",~GL_CW)
Schatten Volumen noch einmal zeichnen
Face-Culling wieder "normal" einstellen code
ogl("glFrontFace",~GL_CCW)
Schreiben in den Color-Buffer wieder einschalten code
ogl("glColorMask",~GL_TRUE, ~GL_TRUE, ~GL_TRUE, ~GL_TRUE)
Nur dort zeichnen, wo der Stencil-Buffer ungleich 0 ist code
ogl("glStencilFunc",~GL_NOTEQUAL, 0, $FFFFFFFF)
Ein bildschirmfüllendes, halbtransparentes Quadrat zeichnen code
ogl("glColor4f",0.0, 0.0, 0.0, 0.3)
ogl("glEnable",~GL_BLEND)
ogl("glBlendFunc",~GL_SRC_ALPHA, ~GL_ONE_MINUS_SRC_ALPHA)
ogl("glPushMatrix")
ogl("glLoadIdentity")
ogl("glBegin",~GL_TRIANGLE_STRIP)
ogl("glVertex3f",-0.1f, 0.1f, -0.1f)
ogl("glVertex3f",-0.1f,-0.1f, -0.1f)
ogl("glVertex3f", 0.1f, 0.1f, -0.1f)
ogl("glVertex3f", 0.1f,-0.1f, -0.1f)
ogl("glEnd")
ogl("glPopMatrix")
"Normale" Einstellungen wiederherstellen code
ogl("glDepthMask",~GL_TRUE)
ogl("glDisable",~GL_ST TEST )
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Frank Abbing | [quote:6ebf3adeec]How a OGL-scene however as bitmap abgelichtet becomes...[/quote:6ebf3adeec] isn't necessary. whom code have I but exist: CompileMarkSeparation |
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Martin Loga | [quote:345f09acf3]I knows, that OpenGL none Schattenwurf provides.[/quote:345f09acf3] this is not integrally correctly., there's OGL Extensions The TextureShadowing support.
[quote:345f09acf3]Through Stencil Buffern should itself lovely Echtzeitschatten form let[/quote:345f09acf3] that's right, but before your into incorrect direction operates, solltet your consider which shadow for you the geeignetere is.
[quote:345f09acf3]In E3 2003 carmack said that hey used monsters and demons in doom3 so that you fight a demon or two in each room for some time instead of intering a room and hunt 10 characters because theres no hardware that can render a big no. of characters with all their shadows and detail. means carmak uses a model stature MD5 that have a good ploy.it contains 1 million normals and only 5000 vertices .this enables him to use the big no of normals to render the characters with very high detail and use the smaller no of vertices to calculate the shadow volume and collision detection and so on. this is why theres no screenshots for terrains in doom3.it is impossible to render the shadow of the terrain using the shadow volume with such a big no of vertices used in terrains in modern game engines (unreal 2 for example renders 200000 triangles by frame reduces to 10000 using geomipmapping ).[/quote:345f09acf3] Quote from: [...]
I have self erfahrungen with Stencilschatten made and already ex 5.000 To 10.000 Triangles and one jittering of 6 is the everything by far not any more echtzeitfähig.
If your TextureShadows uses is the Komplexität the Geometrie completely beside the point. Un if the well implementiert becomes, have your too only few hässliche Kanten (cue Multisampling).
it counts means abzuwägen. high performance then TextureShadows or better quality then StencilShadows. this is incidentally too the reason Why any new Games TextureShadows use. |
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Frank Abbing | [quote:8e89c3951c][quote:8e89c3951c]I knows, that OpenGL none Schattenwurf provides.[/quote:8e89c3951c] this is not integrally correctly., there's OGL Extensions The TextureShadowing support.[/quote:8e89c3951c] Yes, ex Version 2.0. then at least not for ältere Graphic-Cards available.
[quote:8e89c3951c]I have self erfahrungen with Stencilschatten made...[/quote:8e89c3951c] lovely, in which Language? Meinst You, You could one simples example in Profan hinbekommen? Perhaps one Quad, the a shadow on the ground throws?
[quote:8e89c3951c]...and already ex 5.000 To 10.000 Triangles and one jittering of 6 is the everything by far not any more echtzeitfähig.[/quote:8e89c3951c] well well. Echtzeit needed one Yes only for Games. for grafically Präsentationen with only few Objects ought to the but wealthy.
[quote:8e89c3951c]If your TextureShadows uses is the Komplexität the Geometrie completely beside the point. Un if the well implementiert becomes, have your too only few hässliche Kanten (cue Multisampling).
it counts means abzuwägen. high performance then TextureShadows or better quality then StencilShadows. this is incidentally too the reason Why any new Games TextureShadows use.[/quote:8e89c3951c] in my case went it me sooner circa quality. would be really lovely, if You time an example bring could.
M.Loga, integrally freshly registered. are you new here or ists one Deckname one known? |
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Martin Loga | [quote:14d0152280]Meinst You, You could one simples example in Profan hinbekommen?[/quote:14d0152280] does me sorrow but I have no experience with Profan only about OpenGL on itself can I help.
[quote:14d0152280]in my case went it me sooner circa quality. would be really lovely, if You time an example bring could.[/quote:14d0152280] see I one, i was first of a game gone out (only play in the head )
[quote:14d0152280]M.Loga, integrally freshly registered. are you new here or ists one Deckname one known?[/quote:14d0152280] be new here. no Known. I am not to profane but in general on computer graphic interested. be on eure Page punched, because from this Thread one Link on a item of my Website verwiesen has (gamedev.de). |
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