3D Graphics Engine Progress

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eatcomics
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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

that's awesome :D
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

MrDeathNote wrote:Lol, your right it does look awesome :)
eatcomics wrote:that's awesome :D
:P Got a new screenshot, the artist fixed the door texture and stuff :)

->
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Re: [GroundUpEngine] lol

Post by GroundUpEngine »

I changed class Vector3 to vec3 and CObject to Object :lol:

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Re: [GroundUpEngine] 3D Engine Progress

Post by eatcomics »

I do that a lot :D
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Re: [GroundUpEngine] lol

Post by MrDeathNote »

GroundUpEngine wrote:I changed class Vector3 to vec3 and CObject to Object :lol:

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Lol nice :lol:
http://www.youtube.com/user/MrDeathNote1988

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Re: [GroundUpEngine] lol

Post by Live-Dimension »

MrDeathNote wrote:
GroundUpEngine wrote:I changed class Vector3 to vec3 and CObject to Object :lol:

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Lol nice :lol:
+1. I especially love it when you have 10,000 errors and changing one/two things suddenly results in a compiled EXE. At first it's like "Man, this shits broken to hell, it'll never be fixed". Then it's like cool.
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Tutorial Attempt: :lol:

Small vid on basic GLSL, and ease of use in Engine->

Link - http://www.youtube.com/watch?v=C-wUcP2I6Fo
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Re: [GroundUpEngine] 3D Engine Progress

Post by K-Bal »

Hehe, nice! Now do some lighting with it ;) I can help you with shader stuff if you need it ;)
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Re: [GroundUpEngine] 3D Engine Progress

Post by MrDeathNote »

Nice!
http://www.youtube.com/user/MrDeathNote1988

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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Thanks ;)
*goes off to try learn some per pixel lighting*
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Re: [GroundUpEngine] 3D Engine Progress

Post by K-Bal »

You should try to make the color of your "red"-shader a uniform variable, which you can set from your program ;)
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Ah I see, so 'uniform' is like constants in C++ and varying is the opposite :)
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Re: [GroundUpEngine] 3D Engine Progress

Post by K-Bal »

No. Uniforms are your normal parameters you can pass to your shader. It's more or less like a parameter of a function call ;) For example, your color could be set in your program with

Code: Select all

float r,g,b;
glSendUniform3f(glGetUniformLocation("color"), r, g, b);

Code: Select all

#version 120

uniform vec3 color;

const float alpha = 0.3;

void main()
{
   gl_FragColor = vec4(color, alpha);
}
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Re: [GroundUpEngine] 3D Engine Progress

Post by GroundUpEngine »

Oh damn :lol:
/fail

Sweet, thanks for the info!
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Re: [GroundUpEngine] 3D Engine Progress

Post by qpHalcy0n »

No, you had it right.

"uniform" variables in GLSL are indeed read-only (constant). They are passed to constant registers on the logic unit (You can define them at compile time (in the shader) or link time (from the caller). "varying" parameters in GLSL are passed by "register" so its almost like the "register" keyword in C++ and only the vertex units and pixel ALU's can write to GPU registers.

They're trying to make GLSL a little more HLSL-esque so "varying" is actually deprecated in the current version of GLSL (although every driver i've seen still supports it). The preferred method is the HLSL syntax of "out"/"in".
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