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Abba Zabba
04-18-05, 10:25 PM
Uses a FrameBufferObject as default Shadow Render Target, if it fails to detect appropriate hardware support for it, it will fall back to using float PBuffers.
My best demo so far :D

http://www.realityflux.com/abba/C++/Stained%20Shadow%20Maps/StainedShadowMaps.jpg
Binaries (http://www.realityflux.com/abba/C++/Stained%20Shadow%20Maps/StainedShadowMaps.zip)
Source (http://www.realityflux.com/abba/C++/Stained%20Shadow%20Maps/StainedShadowMapsSRC.zip)
Engine source (http://www.realityflux.com/abba/C++/SXMLEngine/SXMLEngine.zip)

OWA
04-18-05, 10:32 PM
Wow, that looks great! :) Source link doesn't work for me though. Other two work fine.

Abba Zabba
04-18-05, 10:36 PM
Fixed... had to set "Src" to all capital letters...
Now what does it say in the bottom left of your screen?

Mr. Hunt
04-18-05, 10:47 PM
That is like... awesome man. Great work... looks great... at the default window size (whatever it was) was getting about 150 fps too... but when I went to stretch it to fit my screen (1600x1200) went down to around 60 and looks great.

Abba Zabba
04-18-05, 10:51 PM
That is like... awesome man. Great work... looks great... at the default window size (whatever it was) was getting about 150 fps too... but when I went to stretch it to fit my screen (1600x1200) went down to around 60 and looks great.

Open Data/XML/WInfo.xml with notepad or any other text editor, now spot the following lines:
<Dimension width ="800" height ="600" fullscreen = "false"/>

Change width from 800 to 1600 and height to 1200, set fullscreen to true just like this:
<Dimension width ="1600" height ="1200" fullscreen = "true"/>

:)

OWA
04-18-05, 10:52 PM
Hmm, it didn't run for me. It said, loading demo, please wait and it sat there for a long while. It finally quit with a runtime error. The log said this:

<+>Registering data path -> Data/XML/
<+>Registering data path -> Data/Textures/
<+>Creating GL Window
<+>->width: 800, height: 600
<+>->XLocation: 240, YLocation: 212
<+>->Depth bits: 24, Alpha bits: 0
<+>->Color bits: 32, Stencil bits: 0
<+>Loaded Texture2D file at -> GUIElements.png
<!>Shader Program Info Log:
Fragment info
-------------
(78) : fatal error C9999: *** exception during compilation ***

<!>Error while linking shaders <Data/XML/Phong.xml VERTEX SHADER>and <Data/XML/Phong.xml FRAGMENT SHADER>
<+>Successfully linked the shaders -> Data/XML/Distance.xml
<+>Loaded TextureCubeMap at ->Data/Textures/Stained/stainedNX.png

Abba Zabba
04-18-05, 10:54 PM
Did that happen on the Radeon or the GeForce?

OWA
04-18-05, 11:11 PM
On the 6800U. Your other demo works fine though.

Abba Zabba
04-18-05, 11:17 PM
Well this demo is a bit beefier than the other one (Check out the size of Phong.xml, sweeeeeeeet Jesus :P), but it shouldn't cause a crash...
What drivers are you using?

OWA
04-18-05, 11:30 PM
I'm using the 71.89s.

Abba Zabba
04-18-05, 11:31 PM
Could explain a few things, I'm using the 76.44 btw and they obsolutely rock :)

AthlonXP1800
04-18-05, 11:35 PM
Same here not working, the demo took too long to loading and shutdown the program then I get the message said that Windows XP has increased the virtual memory as it was too low. Look like this demo require 1GB memory to run. :(

Abba Zabba
04-18-05, 11:39 PM
Older Nvidia drivers have a damned bug where the Shaders generate a file of 2 GIG size....OMG
Get the 76.XX and you should be fine :)

OWA
04-18-05, 11:40 PM
I have 1 gig. It kind of seems like it uses up all the available memory since it takes a while for my system to recover after it fails.

Edit: Okay, on the drivers.

OWA
04-18-05, 11:54 PM
That worked. It runs great with the 76.44s. Very impressive demo.

Abba Zabba
04-19-05, 12:00 AM
Awesome man :)
Hmmm, it seems like my demos are using way too much bw and my host (my best buddy Josh) is kinda upset about it...
Maybe I should get in touch with MikeC about hosting all my 3D stuff here on Nvnews, or am I asking too much.
/me pokes MikeC with a long stick :D

OWA
04-19-05, 12:04 AM
BTW, I get between 155-167fps at the defaults (800x600, windowed mode).

Edit: About 75-80fps at 1280x1024 (my LCD native res).

Abba Zabba
04-19-05, 12:10 AM
I can push things a bit more by increasing the size of the shadow map, while I'm at it why not turn this into a benchmark and test it with different texture sizes and hardware configs? hmmm

Btw, you can open sprite0.xml and change the light path, or even take it all off and get something as pretty as this.

http://www.realityflux.com/abba/C++/Stained%20Shadow%20Maps/StainedShadowMaps2.jpg

ew2x4
04-19-05, 12:12 AM
I have no idea how to run this...

Abba Zabba
04-19-05, 12:14 AM
Could you please post the log.txt file generated by the demo?
That's the only way I can trace bugs

Abba Zabba
04-19-05, 01:03 AM
Should run on all modern ATi's now :)

ew2x4
04-19-05, 01:03 AM
It's not a bug, it's ignorance. I downloaded the engine source and source. No idea what I do next. All I see is .cpp files and a few others. So nothing on your part, just me no knowing what to do.

ew2x4
04-19-05, 01:07 AM
Ok, I redownloaded the binaries link and i now found the .exe to run it. It wouldn't work right earlier. Too bad it won't work in Windows x64. :/

Here's my log:

<!>GL_EXT_texture_compression_s3tc not supported
<!>Could not load Texture2D file.
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<+>Loaded Texture2D file at -> oxidated.jpg
<+>Loaded Texture2D file at -> oxidatedBump.tga
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<!>GL_EXT_texture_compression_s3tc not supported
<!>Could not load Texture2D file.
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<+>Loaded Texture2D file at -> sphereBase.jpg
<+>Loaded Texture2D file at -> sphereBump.jpg
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<!>GL_EXT_texture_compression_s3tc not supported
<!>Could not load Texture2D file.
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<+>Loaded Texture2D file at -> wallBase.tga
<+>Loaded Texture2D file at -> wallBump.tga
<+>Adding shape to TransformGroup
<!>GL_EXT_texture_compression_s3tc not supported
<!>Could not load Texture2D file.
<+>Loaded Texture2D file at -> stoneBump.tga
<+>Adding shape to TransformGroup
<!>GL_EXT_texture_compression_s3tc not supported
<!>Could not load Texture2D file.
<+>Loaded Texture2D file at -> woodBump.tga
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<+>Adding Group to TransformGroup
<+>Compiling geometry -> Data/XML/box.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/dragon.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/minipillar.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/torus.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/minipillar.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/elephant.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/minipillar.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/sphere.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/minipillar.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/room.xml_0
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/room.xml_1
<!>Failed: VBO extension not supported
<+>Compiling geometry -> Data/XML/room.xml_2
<!>Failed: VBO extension not supported
<+>Loading Cube Shell: size = 256
<!>GL_EXT_framebuffer_object not supported
<!>Extensions required for pbuffer unsupported
<!>Can't create a Shadow Render Target
<+>Flushed all active textures
<+>Destroying GL Window
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1
<+>Flushed Geometry count -> 1

Abba Zabba
04-19-05, 01:16 AM
You mean you wanna compile the demo or simply run it?
To run it, well ahem you download the zip file linked by "Binaries", unzip it somewhere and then double click the scenegraph.exe
If everything goes right, you should be able to see the demo running with full effect. However it might also appear for a second and then disappear leaving behind a log.txt file; if that ever happens, I want you to post the content of that file right here please.

Now to compile this demo is another story:
Since my engine is loaded with features, you might wanna download a couple of extra things before you can get it to compile with .Net.

You most definitely need to download the MS DX9.0 summer release SDK and install it on your machine. (I need bits of it to enable video playing).
Now download the SXML engine and put it somewhere, then create a new folder and place this demo's specific files in it and hit compile.
Here's a snapshot of my directories
http://www.realityflux.com/abba/C++/SXMLEngine/SXMLLayout.jpg

Abba Zabba
04-19-05, 01:17 AM
ewww that log file is nasty, sorry about that:/