(http://www.jpct.net/pix/shadows_alpha.jpg)
Does anybody say "finally"...? ;)
Still a lot of work to do in this domain though, but i wanted to share this to show that the next version will indeed bring something new...
:o Shadows in java :) This is great:)
ALELUYA!!!!!!! >:( >:( >:(
8) finally ;D
I dont know if cry or laugh! Anyway I am waiting the next release with the change Egon made for appling the env map and the method to join two textures into one without the textureInfo.
That's s/w rendered right? If yes, it looks really good.
Quote from: hytparadisee on June 28, 2007, 05:32:50 AM
That's s/w rendered right? If yes, it looks really good.
No, it's hardware. The software renderer won't support it.
Oh, brilliant! :D
"The software renderer won't support it." I just can say: :'(
Quote from: Melssj5 on June 29, 2007, 04:51:58 PM
"The software renderer won't support it." I just can say: :'(
The per pixel depth query would be too costly. Of course it's possible to do it in software too, but it's just too expensive to be useful, so i won't waste my time on it.
Quote from: EgonOlsen on June 29, 2007, 07:51:32 PM
Of course it's possible to do it in software too, but it's just too expensive to be useful..
i remember once upon a time you were saying same thing for software mipmapping ;)
Quote from: raft on June 29, 2007, 09:05:16 PM
i remember once upon a time you were saying same thing for software mipmapping ;)
Did i?... ;)
Edit: But this IS more expensive for sure. It's an expensive operation plus you have to render the scene multiple times.
I look forward to messing around with this:)
I am considering making a "cutscene" api for jpct.
What I mean is, an api that wraps around a few other things, including the skeletal api,
which will allow a "scene file" to be read, allowing the programmer to make on-the-fly actor models,
conversation boxes(speech bubbles or convo box on bottom), and time animation sequences.
In addition, I have a pretty document from Microsoft Speech API, which shows the standard mouth positions.
It could be possible to assign texture frames to a model for textureeffect, allowing mouth movement while talking:).
It wouldnt be perfect, but heck, if you have seen Deus Ex's intro cutscene, you will see just how cool it is!
The possibilities are endless. I plan to do it in a few weeks.
QuoteThe possibilities are endless.
Me, combining with jorbis for sound and with jspeex for speech now ;), plus what I hate the most -> networks.
Quote from: EgonOlsen on June 29, 2007, 10:32:07 PM
But this IS more expensive for sure. It's an expensive operation plus you have to render the scene multiple times.
so, you say there arent and cant be any software based shadow implementations which can render at a reasonable time
or ?
Quote from: raft on July 01, 2007, 10:54:25 PM
so, you say there arent and cant be any software based shadow implementations which can render at a reasonable time
No. It is possible to do it (of course it is...everything possible in hardware is possible in software too). But i expect performance to be 1/3rd of non-shadowed performance. That's similar to the drop that it causes in hardware, but the fps you start with are significantly lower in software, so you don't have much left.
Adding it to the software renderer means to write an completely new renderer for this. Using a unified renderer will result in non-shadowed performance to drop, which is not acceptable to me.
We'll see how it goes...once it works in hardware (and people are actually using it...), i may rethink the software thingy... ;)
any idea about a date to test it! :o
I'm still having some issues. I'm not sure when i'm ready to release a beta version of it. Maybe in a week or two, maybe later.
Shadow casting of transparent objects works:
(http://www.jpct.net/pix/shadows2.jpg)
Great Job
Quote from: hytparadisee on June 30, 2007, 05:17:33 AM
QuoteThe possibilities are endless.
Me, combining with jorbis for sound and with jspeex for speech now ;), plus what I hate the most -> networks.
I will definitely be getting something set up when I get back to my 3d project ;D
Hey Egon, the grass texture and the tree models are from TurboSquid right? And the tree models are actually some planes crossed together with alpha right?
Edit1: It's looking really ace now. Just wondering whether this new thing can bring something new, perhaps ?sunlight?
Edit2: How is it exposed in the API. A post processor?
Edit3: At first i considered bloom and shadow the same, now i see the difference. (but somehow I cannot tell the difference ???)
The texture is from the web and the models too. They had their own license, so i don't think that they are from TurboSquid. Anyway, they are just for testing.
1.) Sunlight is possible as far as shadows from sunlight are possible. However, it's not just about pinning a "sun" somewhere in space and let it create shadows. Shadows have to be tweaked to look good and give the impression of shadows created by the absence of sunlight.
2.) No. It has nothing to do with post processing. It will come in two flavours: Some new methods in a few classes to enable you to do everything needed for shadow mapping on your own and a sample implementation in the util-package that should cover the basics and that should be sufficient for almost any application.
3.) I don't see how you could mix the two...and what do you mean by "you can't tell the difference"? I mean a shadow is...well, just the a shadow. How does it correlates to a post processing bloom effect?
that looks fantastic. It adds atmosphere to the scene.
I had a play with jpct a while back and was really impressed - hoping to start a project next month.
One thing i did notice was the problem with Fog. It only worked correctly if fogging to black, but like i say this was a while back.
Has the fogging issue also been resolved?
Sorry for highjacking, but the thought of using fogging and shadows to make an environment atmospheric is very appealing :)
Oh, i remember your nick...at least i think so. Well...fogging...the "problem" (some call it feature) exists in software mode only IIRC. In hardware, you can use basic per-pixel-fog to whatever color you like. It has some problems with multipass rendering though but that's something that i can't fix, because it's caused by the way OpenGL works.
Yay a snorkels game! :p.
Great to see that jPCT got shadows :D. Looks just great. Good job again Egon.
Quote from: EgonOlsen on July 06, 2007, 12:02:01 AM
Oh, i remember your nick...at least i think so. Well...fogging...the "problem" (some call it feature) exists in software mode only IIRC. In hardware, you can use basic per-pixel-fog to whatever color you like. It has some problems with multipass rendering though but that's something that i can't fix, because it's caused by the way OpenGL works.
Excellent. Cant wait to get started :)