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Messages - lolz123

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166
SFML projects / SFML Light System - Let There Be Light
« on: March 20, 2012, 03:37:11 am »
New version (1.3) is out, with the new attenuation shader and light bloom!

167
SFML projects / SFML Light System - Let There Be Light
« on: March 12, 2012, 12:47:55 am »
The way Holy Spirit does it is slower for mainly 2 reasons:
1. It uses walls instead of hulls, which results in a lot of needless geometry
2. It doesn't use a spatial partitioning system
3. It doesn't cache lights, as far as I can tell

The hard edge shadow algorithm is based off of what is described in this article: http://www.gamedev.net/page/resources/_/technical/graphics-programming-and-theory/dynamic-2d-soft-shadows-r2032

The soft portion of the shadows was actually by far the hardest part! It is also the most processing intensive part. Let There Be Light calculates a penumbra that starts as a point and softens further away from the light, instead of just blurring the edges of the light.

---------------------------

On a different note, I am adding adjustable light attenuation and bloom to the next version of LTBL. It should be done soon, there are just a couple of bugs that need to be fixed. Here is a preview:


168
SFML projects / SFML Light System - Let There Be Light
« on: March 10, 2012, 05:22:20 am »
Yup, I re-wrote the emissive lights to some degree. You will probably have to change the #includes to use the linker again, since you are not adding them to your project.

169
SFML projects / SFML Light System - Let There Be Light
« on: March 10, 2012, 12:55:10 am »
Oh, woops, I forgot to make sure that the alpha buffer was cleared, which is apparently the cause of these strange artifacts :oops: . Try the latest version, should be fixed!

170
SFML projects / SFML Light System - Let There Be Light
« on: March 09, 2012, 03:41:24 am »
I am glad that you solved it  :)

171
SFML projects / SFML Light System - Let There Be Light
« on: March 08, 2012, 10:20:17 pm »
Yes, you need C++0x features. The chances are that your compiler has them. If you are using VS2010, you will have all of the necessary C++0x features.

It looks like you didn't link to OpenGL. Go to the linker input, and add:

OpenGL32.lib

172
SFML projects / SFML Light System - Let There Be Light
« on: March 07, 2012, 12:50:03 am »
That shouldn't be the problem. I would either try adding the source directly to your project, or go into the files and change the "" in the #include statements to <>. I believe the problem may be that the #includes are not using the linker.

173
SFML projects / SFML Light System - Let There Be Light
« on: March 06, 2012, 10:25:49 pm »
Did you link to the .cpp's?

174
SFML projects / SFML Light System - Let There Be Light
« on: March 03, 2012, 05:30:31 am »
I used MS Word to write the manual. I simply saved it as a PDF. Nothing fancy  :)

175
SFML projects / SFML Light System - Let There Be Light
« on: March 03, 2012, 01:21:56 am »
Version 1.2 is now available for download!

Please let me know of any bugs you find!

176
SFML projects / SFML Light System - Let There Be Light
« on: March 02, 2012, 02:37:14 am »
Sorry that it has been taking so long for me to make the next version. It is practically finished now, I am just hunting for some minor bugs now. The next version (1.2) should be available for download by tomorrow. Here are some things that have changed:

- Fixed (hopefully) the strange artifacting occurring on some machines
- Cleaned up light and hull interfaces, they now do most AABB updates automatically
- Light rendering is a bit faster, since I found a way around saving the OpenGL states
- Fixed some AABB misalignment issues

Also, I wrote a manual for it. It includes a walkthrough for the demo program, and detailed descriptions of all of the core classes.

177
SFML projects / SFML Light System - Let There Be Light
« on: February 15, 2012, 03:06:23 am »
Sorry about that, its taking a bit longer than expected. I am still having problems with the OpenGL states getting messed up  :(. It should be ready soon.

178
SFML projects / SFML Light System - Let There Be Light
« on: February 10, 2012, 02:40:01 am »
I will probably finish it in 2-3 days, unless the OpenGL states issue turns out to be a bigger problem than currently think it is.

179
SFML projects / SFML Light System - Let There Be Light
« on: February 10, 2012, 01:59:14 am »
Well, the only thing that changing the spread angle does is change the end angle for rendering the light. It runs the same code whether it is directional or not, so I think putting it in a separate structure is unnecessary. You can still rotate and move the the light, you just need to recalculate the AABB afterwards so that the quad tree remains updated. The AABB cannot just be moved, since the light is not round anymore when it is made directional. If a light is not directional, you can just move the AABB, and no recalculation is required. I am changing some things in the light class so it automatically updates the AABB by either moving or recalculating it when parameters affecting the shape or orientation/position of the light are changed. Right now, you have to do it manually, which can become very confusing :?

The light beam on the other hand needs a separate structure, since it renders the light in a completely different way (a quad). The light rendering is extensible for this reason, but it currently still only supports circular light sources. While not completely realistic, I do not think that anybody will notice that the light beam does not calculate shadow softness using the shape of the beam emitter but rather just a circle positioned along the center point of the beam emitter :wink:

180
SFML projects / SFML Light System - Let There Be Light
« on: February 10, 2012, 12:38:44 am »
Thanks Ockonal for cleaning up the code! I am putting together a manual for the light system, it should be done soon. I did change some things while doing so though, since some parts were not very user friendly (mainly having to do with updating AABB's), and there are still some glitches having to do with the OpenGL states getting messed up. I hope it is OK if I incorporate your improved code into the new version.

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