bobjob
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Posted
2009-08-03 22:05:39 » |
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I havnt posted anythiing in a while so heres something i have been working on: Water Shader DemoControls. Light Source: w,s,a,d,q,e Spin: spacebar plane size: y,u,h,j,i,o,k,l Debugging: Disable VSync: enter height size (decrease, reset, increase): Numpad1, Numpad2, Numpad3 normal size (decrease, reset, increase): Numpad4, Numpad5, Numpad6 There is still room for alot of improvement. I havnt made support for reflections or specular. But i think this is decent enough for an RTS. 
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lhkbob
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Reply #1 - Posted
2009-08-04 15:11:47 » |
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The lighting looks realistic and the water really reminds me of a lake during a cloudy day. I think the one thing to improve is that it looks funny having the waves be much larger than the base water texture.
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bobjob
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Reply #2 - Posted
2009-08-04 16:22:09 » |
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The lighting looks realistic and the water really reminds me of a lake during a cloudy day. I think the one thing to improve is that it looks funny having the waves be much larger than the base water texture.
I changed the diffuse texture, to more of an ocean texture. if you place the light higher in the sky, it should look more like a day time scene.
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Games published by our own members! Check 'em out!
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SimonH
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Reply #3 - Posted
2009-08-04 16:29:42 » |
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Oops; 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
| Texture Units available = 2 line 7, column 35: error: invalid texture coordinate reference line 20, column 21: error: invalid texture coordinate reference line 21, column 21: error: invalid texture coordinate reference line 22, column 21: error: invalid texture coordinate reference line 23, column 21: error: invalid texture coordinate reference line 33, column 21: error: invalid texture coordinate reference line 37, column 21: error: invalid texture coordinate reference
line 1, column 1: error: program type not supported on this hardware
line 1, column 1: error: program type not supported on this hardware
org.lwjgl.opengl.OpenGLException: Invalid operation (1282) at org.lwjgl.opengl.Util.checkGLError(Util.java:54) at org.lwjgl.opengl.Display.swapBuffers(Display.java:640) at org.lwjgl.opengl.Display.update(Display.java:660) at basicWater.MainGUI.<init>(MainGUI.java:40) at basicWater.MainGUI.main(MainGUI.java:31) |
I only got a crappy MMX card so it's no real surprise...
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People make games and games make people
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bobjob
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Reply #4 - Posted
2009-08-04 16:39:33 » |
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yeah sry, it uses shaders, and a few textures in one pass.
seems like your hardware can only handle two textures when multi-texturing.
As its just a demo, I didnt make a low quality version.
I should have put specs in the original post.
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lhkbob
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Reply #5 - Posted
2009-08-04 18:07:41 » |
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Much improved, I like it
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Eli Delventhal
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Reply #6 - Posted
2009-08-04 18:38:27 » |
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That looks great. It really looks 3D.
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bobjob
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Reply #7 - Posted
2009-08-05 09:10:53 » |
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Cool, thanx guys for all the feedback. time to get this working in game  I also put in some more error handling, checks if your card can support the demo also, if you press "ENTER" it will uncap the vSync, if you would like to know your max frames per second with the shader.
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indexunknown
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Reply #8 - Posted
2009-08-05 09:55:37 » |
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500 fps on ati hd 3650 , 512mb 8x agp , not even pci-express, i think all java 3d games should include advanced shader and mapping techniques to show that it isn't that slow compared to cpp as the impression generally is.
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Bonbon-Chan
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Reply #9 - Posted
2009-08-05 10:36:17 » |
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A round 1800 fps : - GeForce 8800 GT - Windows Vista 32bit
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Games published by our own members! Check 'em out!
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Riven
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Reply #10 - Posted
2009-08-05 11:12:06 » |
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750fps - Vista 64 bit - nVidia 8600 GT
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lhkbob
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Reply #11 - Posted
2009-08-05 13:42:41 » |
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1100 fps, Nvidia 8600 MT (Mac Pro OS X 10.5.7)
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swpalmer
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Reply #12 - Posted
2009-08-06 02:50:47 » |
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2400 fps. nVidia GTS 250, Core i7, Windows 7 64 bit
looks nice.
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endolf
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Reply #13 - Posted
2009-08-06 05:55:45 » |
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66fps, Nvidia Quadro NVS 285 Win XP 64bit
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Mike
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Reply #14 - Posted
2009-08-06 10:22:37 » |
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150fps - NVidia Quadro NVS 110M on Windows XP
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Riven
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Reply #15 - Posted
2009-08-06 11:48:20 » |
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if you press "ENTER" it will uncap the vSync, if you would like to know your max frames per second with the shader.
66fps, Nvidia Quadro NVS 285 Win XP 64bit
Did you press enter? I got 66.666667 fps with vSync.
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Hi, appreciate more people! Σ ♥ = ¾ Learn how to award medals... and work your way up the social rankings!
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Epitaph64
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Reply #16 - Posted
2009-08-09 01:34:58 » |
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Wow, 2200 fps steady on 1.8 ghz single core AMD 3000+ and 8800GTS 320 mb
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Mike
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Reply #17 - Posted
2009-08-09 10:08:09 » |
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38 fps on an Intel 82915G running Windows XP
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JuddMan
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Reply #18 - Posted
2009-08-14 12:38:08 » |
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2200FPS on ATI HD4850 (CPU is AMD 4600+, windows xp)
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Apo
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Reply #19 - Posted
2009-08-14 13:56:33 » |
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450 fps on my laptop (Duo T8300, GeForce9500M GS, Windows Vista)
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ManaSink
Senior Newbie 
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Reply #20 - Posted
2009-08-14 14:14:30 » |
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Oops, I don't think it was happy with my desktop setup, it ran in the lower left corner of a frame that spanned both my monitors. I assume your demo was dedicated fullscreen? If anyone else runs a nvidia card dual screen on linux, I'd love to know how did you set up you X11 conf file...
Nice effect man, looks really good.
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Mr. Gol
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Reply #21 - Posted
2009-08-14 16:33:40 » |
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Mac OS X, Java 1.6.0_13: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
| DATA BUFFER INT DETECTED INSTEAD OF BYTE!!!! jar:http: java.nio.BufferOverflowException at java.nio.DirectByteBuffer.put(DirectByteBuffer.java:335) at java.nio.ByteBuffer.put(ByteBuffer.java:812) at game.loader.image.TextureLoader.loadImage(TextureLoader.java:304) at game.loader.image.TextureLoader.loadImage(TextureLoader.java:359) at game.loader.image.TextureLoader.load(TextureLoader.java:141) at game.loader.image.TextureLoader.loadTexture2D(TextureLoader.java:52) at game.loader.image.Texture.loadTexture(Texture.java:133) at game.loader.image.Texture.loadTexture(Texture.java:74) at game.loader.image.Texture.loadTexture(Texture.java:121) at game.loader.image.Texture.loadTexture(Texture.java:50) at basicWater.MainGUI.loadResources(MainGUI.java:127) at basicWater.MainGUI.<init>(MainGUI.java:43) at basicWater.MainGUI.main(MainGUI.java:36) |
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bobjob
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Reply #22 - Posted
2009-08-14 17:33:25 » |
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Mac OS X, Java 1.6.0_13: 1 2 3 4
| DATA BUFFER INT DETECTED INSTEAD OF BYTE!!!! jar:http: java.nio.BufferOverflowException at java.nio.DirectByteBuffer.put(DirectByteBuffer.java:335) |
Macs JRE default behaviour seems to store load images in Integers rather than 4 Bytes. I have tried to fix the problem hopefully it works now.
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Abuse
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Reply #23 - Posted
2009-08-14 18:20:05 » |
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In XP 32bit i'm getting ~3000fps on a Q6600 with sli 8800gtx; though presumably it isn't using both cards. :edit: hang on i'll try forcing sli on to see if it makes a difference..... :edit: Nope, no difference - except SFR mode that caused it to limit @ ~600fps. Ok, enough willy waggling 
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bobjob
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Reply #24 - Posted
2009-08-14 20:00:46 » |
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I tweeked the program a bit, so there is a decent performance increase.
Sorry to say if you run the program now, yours stats wont be a proper comparison to the other results previous to this post. Just thought Id give you a heads up.
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Abuse
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Reply #25 - Posted
2009-08-15 13:29:47 » |
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74fps on my Acer Aspire One!
Tbh i'm surprised it even ran; for a moment I thought it hadn't, as the window was full of garbage for a few seconds while it was loading. What looked like the residual contents of either the screen buffer or some textures in vram. You might want to put an explicit clear in there somewhere, to accomodate shoddy Intel ogl drivers (GMA 945)
Interestingly, vsync did not function correctly, when eneabled the fps was fluctuating at ~61-62fps. Can't think of an explanation for that behaviour =/
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bobjob
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Reply #26 - Posted
2009-08-15 13:33:57 » |
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Interestingly, vsync did not function correctly, when eneabled the fps was fluctuating at ~61-62fps. Can't think of an explanation for that behaviour =/
its possible the video card doesnt support vsync in window mode, ands its falling back on the timer sync method. edit: Or your desktop frequency is higher than 60hz
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Abuse
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Reply #27 - Posted
2009-08-15 14:03:24 » |
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Just used GMABooster to up the clock of my graphics chipset to 400mhz (it's underclocked in the AA1 to reduce battery drain & heat output).
In this synthetic test it boosted the fps to ~104fps! Definitely a gpu-limited test =)
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Mr. Gol
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Reply #28 - Posted
2009-08-21 15:18:55 » |
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Macs JRE default behaviour seems to store load images in Integers rather than 4 Bytes. I have tried to fix the problem hopefully it works now.
It works now, and looks extremely good 
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bobjob
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Reply #29 - Posted
2009-08-21 18:54:37 » |
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It works now, and looks extremely good  sweeeeeeeet! Iv seen that error before and im so glad i actually found a way to get rid of it.
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