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Old 04-18-05, 09:25 PM   #1
Abba Zabba
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Default New Demo: Stained Shadow Maps

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


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Last edited by Abba Zabba; 04-18-05 at 09:35 PM.
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Old 04-18-05, 09:32 PM   #2
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Default Re: New Demo: Stained Shadow Maps

Wow, that looks great! Source link doesn't work for me though. Other two work fine.
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Old 04-18-05, 09:36 PM   #3
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Default Re: New Demo: Stained Shadow Maps

Fixed... had to set "Src" to all capital letters...
Now what does it say in the bottom left of your screen?
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Old 04-18-05, 09:47 PM   #4
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Default Re: New Demo: Stained Shadow Maps

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.
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Old 04-18-05, 09:51 PM   #5
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Default Re: New Demo: Stained Shadow Maps

Quote:
Originally Posted by Mr. Hunt
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"/>

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Old 04-18-05, 09:52 PM   #6
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Default Re: New Demo: Stained Shadow Maps

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
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Old 04-18-05, 09:54 PM   #7
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Default Re: New Demo: Stained Shadow Maps

Did that happen on the Radeon or the GeForce?
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Old 04-18-05, 10:11 PM   #8
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Default Re: New Demo: Stained Shadow Maps

On the 6800U. Your other demo works fine though.
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Old 04-18-05, 10:17 PM   #9
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Default Re: New Demo: Stained Shadow Maps

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?
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Old 04-18-05, 10:30 PM   #10
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Default Re: New Demo: Stained Shadow Maps

I'm using the 71.89s.
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Old 04-18-05, 10:31 PM   #11
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Default Re: New Demo: Stained Shadow Maps

Could explain a few things, I'm using the 76.44 btw and they obsolutely rock
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Old 04-18-05, 10:35 PM   #12
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Default Re: New Demo: Stained Shadow Maps

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.
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