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-   -   New Demo: VS3.0 Displacement Mapping (http://www.nvnews.net/vbulletin/showthread.php?t=49867)

Abba Zabba 04-29-05 04:05 AM

New Demo: VS3.0 Displacement Mapping
 
This demo written in OpenGL uses NV_vertex_program3 option on NVIDIA newest cards to perturb a grid mesh and simulate a water effect.

For those who are not too familiar with the OpenGL nomenclature, NV_vertex_program3 is what the DX folks refer to as Vertex Shaders 3.0.

If this demo fails to detect VS3.0 hardware support, it will still run but will only give the illusion of displacement (a 2D water effect instead of a full 3D), so ATi users might still enjoy this one.

There is no support for the FX cards (and I don't think I'll be inclined to add few lines necessary to detect and support float Texture Rectangles :p)

PS: Using the new FBO extension I can achieve about 3 folds the frame rate over the aging and slow pixel buffers.

PS2: The first one to mention Sobel filter will have a free a$$ beating :rolleyes:

http://www.realityflux.com/abba/C++/...acementmap.jpg
Binaries
Source
Engine source

OWA 04-29-05 04:19 AM

Re: New Demo: VS3.0 Displacement Mapping
 
Like the stained shadow map demo, this appears to be another one that requires the later beta drivers to work properly (at least for me). I'd prefer to not have to change drivers again at the moment. Is there any way you can make it work under 71.89 or is it just too much trouble?

Abba Zabba 04-29-05 04:25 AM

Re: New Demo: VS3.0 Displacement Mapping
 
Quote:

Originally Posted by OWA
Like the stained shadow map demo, this appears to be another one that requires the later beta drivers to work properly (at least for me). I'd prefer to not have to change drivers again at the moment. Is there any way you can make it work under 71.89 or is it just too much trouble?

Should work with pretty much any driver with a fall back to PBuffers.
I take it this demo crashes on your system, mind passing me the log file so I can examine it?
Thanks

OWA 04-29-05 08:50 AM

Re: New Demo: VS3.0 Displacement Mapping
 
It seems to act like the stained shadow map demo in that after it crashes, it's like it has used all the available memory in the system. It takes the system a while to become responsive again.

<+>Registering data path -> Data/XML/
<+>Registering data path -> Data/Textures/
<+>Registering data path -> Data/Shaders/
<+>Registering data path -> Data/Models/
<+>Creating GL Window
<+>->width: 800, height: 600
<+>->XLocation: 240, YLocation: 212
<+>->Depth bits: 24, Alpha bits: 0
<+>->Color bits: 32, Stencil bits: 8
<+>Loaded Texture2D file at -> GUIElements.png
<!>GL_EXT_framebuffer_object not supported
<+>Successfully linked the shaders -> Data/Shaders/Velocity.xml
<+>Successfully linked the shaders -> Data/Shaders/Location.xml
<!>Shader Program Info Log:
Fragment info
-------------
(56) : fatal error C9999: *** exception during compilation ***

<!>Error while linking shaders <Data/Shaders/Normals.xml VERTEX SHADER>and <Data/Shaders/Normals.xml FRAGMENT SHADER>
<+>Loaded TextureCubeMap at ->Data/Textures/greecePX.png
<+>Adding shape to TransformGroup
<+>Adding Group to TransformGroup
<!>Couldn't locate the texture file at <sphereBu.tga>even with a look up
<!>invalid texID, Texture::setID(GLuint texID)

Abba Zabba 04-29-05 10:28 AM

Re: New Demo: VS3.0 Displacement Mapping
 
Yup, I remember something about an NVIDIA bug that generates files of size exceeding the GIG while compiling GLSL shaders.
That bug was fixed in the latest BETA drivers.

Knell2 04-29-05 10:31 AM

Re: New Demo: VS3.0 Displacement Mapping
 
It seems to use all the memory in my system then crash.

I have 6800gt, also my system has 1gb DDR.

Edit: By latest beta driver, which one(s) do you mean? Thanks.

Abba Zabba 04-29-05 10:59 AM

Re: New Demo: VS3.0 Displacement Mapping
 
76.44 seem to behave ok on my machine :)

fivefeet8 04-29-05 12:19 PM

Re: New Demo: VS3.0 Displacement Mapping
 
Nice Demo. Really shows off Vertex Shader 3 Displacement Mapping well. If you move close to the ripples in the water, the geometry is actually changed.

The demo runs about 300 fps at 1280x1024 w4xAA using FBO. Using PB(forced 2xAF), the framerate goes to about 90 fps with the same settings.

Here are a few screens up close to the ripples.
http://img7.echo.cx/img7/8352/screenshot0003tz.jpg
http://img7.echo.cx/img7/2011/screenshot0012ky.jpg
http://img7.echo.cx/img7/1258/screenshot0053vf.jpg

Danhill 04-29-05 01:11 PM

Re: New Demo: VS3.0 Displacement Mapping
 
Doesn't work for me either, I'm using 71,89.

The log;

<+>Registering data path -> Data/XML/
<+>Registering data path -> Data/Textures/
<+>Registering data path -> Data/Shaders/
<+>Registering data path -> Data/Models/
<+>Creating GL Window
<+>->width: 800, height: 600
<+>->XLocation: 240, YLocation: 212
<+>->Depth bits: 24, Alpha bits: 0
<+>->Color bits: 32, Stencil bits: 8
<+>Loaded Texture2D file at -> GUIElements.png
<!>GL_EXT_framebuffer_object not supported

Abba Zabba 04-29-05 02:15 PM

Re: New Demo: VS3.0 Displacement Mapping
 
THAT'S IT; SCREW GLSL :mad:
I'm converting all my shaders to using regular GPU assembly, enough is enough :rolleyes:
Gimmie 30 min

tomjscott 04-29-05 02:22 PM

Re: New Demo: VS3.0 Displacement Mapping
 
The demo ran with beta drivers, but no water effect at all. Anyway, here is my criticism from the images shown. It looks like a cool effect, but it doesn't look like water at all. It looks more like mercury. Water shouldn't look so silvery.

Danhill 04-29-05 02:39 PM

Re: New Demo: VS3.0 Displacement Mapping
 
Quote:

Originally Posted by Abba Zabba
THAT'S IT; SCREW GLSL :mad:
I'm converting all my shaders to using regular GPU assembly, enough is enough :rolleyes:
Gimmie 30 min

:naughty: :rofl

(popcorn)


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