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
->
Re: [GroundUpEngine] lol
Posted: Thu Mar 25, 2010 1:09 pm
by GroundUpEngine
I changed class Vector3 to vec3 and CObject to Object
->
Re: [GroundUpEngine] 3D Engine Progress
Posted: Fri Mar 26, 2010 4:38 pm
by eatcomics
I do that a lot :D
Re: [GroundUpEngine] lol
Posted: Sat Mar 27, 2010 5:08 am
by MrDeathNote
GroundUpEngine wrote:I changed class Vector3 to vec3 and CObject to Object
->
Lol nice
Re: [GroundUpEngine] lol
Posted: Sat Mar 27, 2010 8:36 am
by Live-Dimension
MrDeathNote wrote:
GroundUpEngine wrote:I changed class Vector3 to vec3 and CObject to Object
->
Lol nice
+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.
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 12:07 am
by GroundUpEngine
Tutorial Attempt:
Small vid on basic GLSL, and ease of use in Engine->
Hehe, nice! Now do some lighting with it I can help you with shader stuff if you need it
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 6:23 am
by MrDeathNote
Nice!
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 11:55 am
by GroundUpEngine
Thanks
*goes off to try learn some per pixel lighting*
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 12:28 pm
by K-Bal
You should try to make the color of your "red"-shader a uniform variable, which you can set from your program
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 12:39 pm
by GroundUpEngine
Ah I see, so 'uniform' is like constants in C++ and varying is the opposite
Re: [GroundUpEngine] 3D Engine Progress
Posted: Sun Mar 28, 2010 2:08 pm
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
"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".