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shaderviewer
#208294
05/26/08 12:18
05/26/08 12:18
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Hi! I wanted to look how the new template shaders written for A7.07 look like. But because I had installed the trail version already (it was the old version which didn't had the shaderviewer) I can't run it again because my test time is over. So I wanted to ask if someone could compile the shader viewer so that i can look how the shaders look like because I only want to update to A7 if they are good?
Thanks for your help!
[edit] I think this topic should be in User Requests. Could a moderator move this thread, please?
Dark_Samurai
Last edited by Dark_samurai; 05/26/08 13:33.
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: shaderviewer
[Re: Dark_samurai]
#209132
06/01/08 08:34
06/01/08 08:34
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Another question I came up reading here in the forum: If I want to use more than one post processing effect, do I need to use lite-c because of the stages feature?
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: shaderviewer
[Re: Slin]
#209138
06/01/08 09:01
06/01/08 09:01
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Ok, then A7 is nothing for me!
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: shaderviewer
[Re: Slin]
#209176
06/01/08 18:26
06/01/08 18:26
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Yeah but if it is much slower than I won't need it for my project, because my target PCs shouldn't be high-end PCs. Post processing shader are already slow and I don't want to make them slower as they already are.
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: shaderviewer
[Re: Joey]
#209314
06/02/08 13:20
06/02/08 13:20
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Isn't there a possibility to use lite-c and c-script at the same time? If so I could make the pp-part in lite-c and the rest in c-script.
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: shaderviewer
[Re: Dark_samurai]
#209333
06/02/08 15:23
06/02/08 15:23
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Joined: May 2005
Posts: 2,713 Lübeck
Slin
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It is possible to use Lite-C in a C-Script project. You will have to create everything as usually with C-Script and include one .c file into it: You can only have one function main in a project and it is not possible to share functions and variables between c-script and lite-c codes. Because of that you will have to create a startup function in the .c file to call all your Lite-C functions from. You also have to include the acknex.h in that file as well as all the other .c files you are using: Main.c:
#include <acknex.h>
#include "PP_Bloom.c"
void LiteCMain_startup()
{
PP_Bloom_init(40,50,50);
}
This is just written out of memory so I probably remembered something wrong but it does definatly work somehow similar :P
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Re: shaderviewer
[Re: Slin]
#209375
06/02/08 18:14
06/02/08 18:14
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
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Ok, thanks for this useful information! Now I only would like to know how the template shaders look like in real-time... Because of this, can someone compile the shaderviewer please?
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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